VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Jean

JOKER731173

  • Taka
  • Kage
  • Jacky
  • Brad
Career matches605
Career win rate72.2%
Round win rate67.0%
Peak rank25
Distinct opponents26
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1467 Not ranked yet: the list needs 50 matches. See the Elo list →

The overall rating moves on every match, whatever was picked; a character's rating adds this player's own adjustment on it. Both run from every recorded match since v1.10; how they are worked out is on the Elo list.

Characters played — VF5's own record

Jean241421033972.5%
Taka25138993971.7%
Brad25130943672.3%
Kage23114833172.8%
Jacky2181582371.6%

These are the totals VF5 keeps for each character, read from the newest replay stored for it. They cover the player's whole ranked career and take no period.

Inputs per second

91 of 182 rounds counted

6.5 inputs a second (388 a minute) this season. Faster than 30% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean6.337835
Taka6.639613
Kage7.142720
Jacky6.036119
Brad6.84104

By opponent's character

Akira6.236928
Wolf6.941220
Aoi7.14278
Pai6.036210
Lei Fei6.136611
Lau6.33805
Lion7.04239

An input is any change on the controller (a new stick direction, a button pressed or released) from the bell to the moment a round is decided, over the live time of the round. Only rounds whose inputs have been decoded are counted. Who you face changes the pace too: see the inputs-per-second article under News.

Against each character

Akira11110100.0%+32.8
Wolf95455.6%-16.7
Aoi75271.4%-3.2
Sarah53260.0%-19.5
Jacky440100.0%+29.6
Pai41325.0%-36.5
Lei Fei32166.7%-23.2
Lau21150.0%-24.1
Lion220100.0%+28.9
Jeffry110100.0%+33.1

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

A matchup row is the particular people played on that character, not the character in general: one strong regular moves it as much as the matchup does.

By ring shape

Open86275.0%-4.1
Rectangle85362.5%+4.1
Full Fence660100.0%+20.3
Single Wall64266.7%-2.7
Breakable Half Fence42250.0%-32.6
Half Fence43175.0%+0.4
Low Fence43175.0%+2.9
Breakable Full Fence330100.0%+25.1
Octagon32166.7%-8.0
Full Fence and Open1010.0%-62.9

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls2875.0%72.7%+2.3
No walls1872.2%73.9%-1.7

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

The fence-and-open stages and Training Room are on neither side, as on the stage report.

How these are tested
  • Each match gets an expected result from the two players' ranks, read off the ladder's rank-against-rank win rates, and shifted by one number per player so the expected wins add up to the actual ones. A row's gap is how far above that expectation it sits, against the same measure over the player's other matches.
  • Matches against the same opponent are not independent, so each test is widened by how unevenly this player's results fall across the people they played. Rows under 30 decided matches or 10 different opponents on either side carry no test, and each table is corrected for the number of rows tested in it.
  • Not adjusted for: how strong an opponent is for their rank. Rank carries most of it; the rest needs a rating model.

Most played opponents

Most played opponents, most recent first

リヒター2 (Rank 23)2026/06/15110100.0%
要你命3000 (Rank 25)2026/06/121010.0%
osAnKIRA (Rank 22)2026/06/12220100.0%
コデリン03 (Rank 21)2026/06/12440100.0%
聖☆奈♡♡ (Rank 25)2026/06/082020.0%
ゅろぽ (Rank 27)2026/06/07110100.0%
a39611619 (Rank 21)2026/06/0754180.0%
ぽん (Rank 23)2026/06/041010.0%
我的名字叫顺溜 (Rank 21)2026/05/19110100.0%
DC (Rank 25)2026/05/191010.0%
委員ちょ (Rank 21)2026/05/19550100.0%
こて (Rank 23)2026/05/17220100.0%
sk901 (Rank 21)2026/05/17220100.0%
bombomhuang (Rank 20)2026/05/15110100.0%
방가방가햄토리 (Rank 26)2026/05/15110100.0%
drnneb75 (Rank 23)2026/05/13110100.0%
サーちゃん (Rank 21)2026/05/1332166.7%
yasai (Rank 23)2026/05/07220100.0%
naowai (Rank 21)2026/05/07110100.0%
μ (Rank 26)2026/05/0731233.3%
fle (Rank 21)2026/04/2021150.0%
manekinecogames (Rank 21)2026/04/19220100.0%
TOMORV (Rank 26)2026/04/191010.0%
かくるる (Rank 25)2026/04/191010.0%
doublehighz (Rank 22)2026/04/15110100.0%

Round openings

Every character

Hizageri4K into Kousenshu4KP168.8%
guardG158.2%
Hiji'ate6P126.6%
KaminaridaikoK+G into Kaminaridaiko Hasami'uchiK+GP116.0%
Gyaku Seikenzuki66P105.5%
Rasen4P84.4%
Hizageri4K63.3%
Mageryu46P52.8%
Yoko'enpi6P into Yoko'enpi~Uchishutou6PP52.8%
Yokoshutou4P+K52.8%
Aka'oni MidaremageP+K42.2%
Jolt Upper3P42.2%
Ryu'eikyaku66K42.2%
kickK42.2%
Jolt Upper3P into Jolt Upper~Spin Kick3PK31.6%

57 further openings account for the other 70 rounds.

Jean

Career
103–39 · 72.5%
This season
16 matches · 62.5%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hizageri4K into Kousenshu4KP1625.0%
Gyaku Seikenzuki66P1015.6%
Hizageri4K69.4%
Yoko'enpi6P into Yoko'enpi~Uchishutou6PP57.8%
guardG46.2%
Hizageri4K into Kouyoushu4KK23.1%
Yoko'enpi~Uchishutou6PP into Gaisen Koushugeki6PPK23.1%
guardG into Gaisen Koushugeki6PPK23.1%
guardG into Hizageri4K23.1%
Gedan Mawashigeri2K into Gedan~Joudan Mawashigeri2KK11.6%
Harai'uke (Deflect)4P+K+G into Chinshin Seichuken4PP11.6%
Renge Karitsumi2K+G11.6%
Yoko'enpi6P11.6%
Yoko'enpi6P into forward dash11.6%
crouch dash back into Nozuchi1P+K11.6%

9 further openings account for the other 9 rounds.

Taka

Career
99–39 · 71.7%
This season
15 matches · 80.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'ate6P1221.8%
KaminaridaikoK+G into Kaminaridaiko Hasami'uchiK+GP1120.0%
Mageryu46P59.1%
guardG59.1%
Aka'oni MidaremageP+K47.3%
kickK47.3%
Kachi'age33P+K35.5%
Gozougeri4K into Gozou Kehataki4KP11.8%
Kachi'age33P+K into evade down11.8%
Kumoyaburi4P+K into Ten'yaburi4P+KP11.8%
crouch into Zangeki33P11.8%
evade down11.8%
forward dash into guardG11.8%
guardG into Aka'oni MidaremageP+K11.8%
guardG into Hiji'ate6P11.8%

3 further openings account for the other 3 rounds.

Kage

Career
83–31 · 72.8%
This season
8 matches · 75.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rasen4P827.6%
Yokoshutou4P+K517.2%
Ryu'eikyaku66K413.8%
Rasen4P into Rasen Urageri4PK310.3%
Engetsugeri9K+G26.9%
Furikakato OtoshiK+G13.5%
Hagakure-ryu In Raijingeki46P+K13.5%
Hiji'uchi6P13.5%
Senpujin2P+K into Hagakure-ryu In Shippujin4P+K+G13.5%
Tsumujigeri2K+G13.5%
guardG13.5%
guardG into Rasen4P13.5%

Jacky

Career
58–23 · 71.6%
This season
5 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG315.8%
Long Stride Back Knuckle4P+K210.5%
Low Spin Kick1K+G210.5%
Middle Smash6P210.5%
Groin Kick6K+G15.3%
High Angle Upper Kick6K15.3%
Middle Smash Back Knuckle6PP into Middle Back Knuckle Spin6PPK15.3%
Middle Smash6P into Middle Smash Sword6PK15.3%
Slant Back Knuckle1P into Rage Kick1PK15.3%
Spinning Back Knuckle4P into Spinning Arm Kick4PK15.3%
evade down into crouch dash back15.3%
guardG into Squat Straight2P15.3%
up, up-forward punch+kick89P+K into up, up-forward punch89P15.3%
up-forward punch9P15.3%

Brad

Career
94–36 · 72.3%
This season
4 matches · 50.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jolt Upper3P426.7%
Jolt Upper3P into Jolt Upper~Spin Kick3PK320.0%
Destruction Body3P+K into Dtee Sawk Lang3P+KP213.3%
guardG213.3%
Destruction Body3P+K16.7%
Spine Whip4P into Lumpini Combination4PK16.7%
guardG into Jolt Upper~Spin Kick3PK16.7%
guardG into punchP16.7%

How these are tested

A tell is a habit in how this player starts a round: something they do clearly more often in one situation than in the others — backing off more in round 2, say, or opening with one move more against one character. Each situation is compared with how they actually opened their rounds, and a tell is listed only if it is too strong to be a fluke even after allowing for how many situations were checked on this page. Anything weaker is left out, so a character with no tells listed may still have habits, just none the data can show for certain.

  • An opener is filed by what the player did first: attack (a named move or any button), move in (forward dash, forward movement or crouch dash forward), wait (guard, crouch or no input), back off (backdash, crouch dash back or backward movement) or evade. Each is also tested as the exact opener: the character's five most used, and the rest together.
  • Up to ten things known before a round starts are tested against the opener: which round it is, the opponent's character, the ring shape, how the player opened the round before and how the opponent did, whether they won or lost the round before, who landed the first hit of the round before, whether they go into it ahead, level or behind, and -- where a Shun is playing -- the drink points he starts it on: the player's own if they are Shun, the opponent's if they face one. Each is a chi-square test, divided by how much more alike the rounds of one match are than separate rounds would be, and never made more generous by it. Checked by shuffling the data so that nothing is there: the tests then find something no more often than chance allows.
  • Round results and drink points come from each match's round record, matched to its openers by the two players and the date. A match whose record is missing, lacks rounds the openers have, or does not add up to the match's result sits out of those four tests only. These four are compared only between rounds of the same number -- the score and the drinks follow from which round it is (every match starts level and on no drinks), so a pattern that is only “the first round is different” is not counted as one of theirs. Drawn rounds count toward neither side of the score, and the round after one has no previous result. Drink points are grouped as on the Shun report (none, 1–4, 5–9 and so on), with neighbouring groups joined where they are thin.
  • A character is tested with at least 300 rounds from 30 matches. Rare cases are pooled before testing, and a pattern is only named where it holds up after correcting for every test on this page (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jean: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Brad: not tested (too few rounds)