VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jean

F3MAYTORO

  • Lion
Career matches654
Career win rate55.5%
Round win rate52.8%
Peak rank26
Distinct opponents57
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1388 #2,713 of 3,686 on 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

Jean2639720619151.9%
Lion2625715710061.1%

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

706 of 706 rounds counted

6.6 inputs a second (398 a minute) this season. Faster than 35% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean6.5390498
Lion6.9417208

By opponent's character

Akira6.7400134
Wolf6.740197
Pai6.639581
Jacky6.438767
El Blaze7.042045
Jean6.639643
Lion6.539138
Shun7.042038
Aoi6.237028
Goh7.142727
Kage6.539324
Sarah6.338126
Lei Fei6.639415
Taka6.639715
Eileen6.03579
Jeffry7.34387
Lau6.84109
Vanessa7.24343

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

Akira32141843.8%-19.3
Wolf22111150.0%+4.7
Pai1981142.1%-10.5
Jacky179852.9%-7.5
El Blaze1211191.7%+23.5
Jean105550.0%-1.4
Lion105550.0%+9.7
Shun10100100.0%+30.2
Aoi73442.9%-7.1
Goh73442.9%-12.8
Kage63350.0%-0.7
Sarah65183.3%+43.0
Lei Fei42250.0%-17.3
Taka42250.0%-14.3
Eileen2020.0%-52.6
Jeffry220100.0%+71.2
Lau220100.0%+48.6
Vanessa1010.0%-38.8

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

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

Breakable Full Fence25141156.0%-0.6
Rectangle2113861.9%+10.1
Full Fence and Open2091145.0%-9.9
Open2012860.0%+11.1
Low Fence1711664.7%+7.5
Half Fence1611568.8%+17.0
Single Wall1541126.7%-35.8
Breakable Half Fence135838.5%-16.0
Full Fence137653.9%-5.8
Octagon550100.0%+44.7

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
Walls9359.1%55.1%+4.0
No walls5251.9%55.4%-3.5

Walls against open: +7.5 points (95% range -13.1 to +28.0), p 0.475 — no measurable difference.

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

NEKOz (Rank 27)2026/10/1831233.3%
yasai (Rank 23)2026/10/1854180.0%
しろ☆おび。@のびしろF (Rank 25)2026/10/1842250.0%
Wonda15426 (Rank 27)2026/10/174040.0%
ゅろぽ (Rank 26)2026/10/13440100.0%
AiokometeZ (Rank 24)2026/10/1187187.5%
みらめたる (Rank 21)2026/10/10880100.0%
下P撃ち過ぎですか!? (Rank 27)2026/10/092020.0%
けいすけ新宿 (Rank 23)2026/10/0973442.9%
kukkii94 (Rank 23)2026/10/0931233.3%
camelvf (Rank 27)2026/10/0965183.3%
弾丸(だんまる) (Rank 27)2026/10/0842250.0%
Rosagigantea (Rank 26)2026/10/0761516.7%
manekinecogames (Rank 23)2026/10/05106460.0%
ぽん (Rank 27)2026/10/0531233.3%
Umemon2026 (Rank 28)2026/10/0432166.7%
48歳技覚えられないよ (Rank 26)2026/10/0362433.3%
けつ毛バーガーking (Rank 25)2026/09/2931233.3%
waka1204 (Rank 23)2026/09/1731233.3%
TERA (Rank 25)2026/09/1241325.0%
千種うるふ(nomore) (Rank 26)2026/09/1232166.7%
김치 (Rank 23)2026/09/104040.0%
Fuji-Atsuka (Rank 21)2026/09/0532166.7%
dalmax72 (Rank 21)2026/08/0575271.4%
ossanndemoganbaru (Rank 11)2026/07/26770100.0%

Round openings

Every character

backdash into evade up489.5%
backdash into Sentai4K418.2%
backdash into evade down408.0%
Shitamaeken2P255.0%
backdash into Yamakuzushi6K255.0%
evade down into guardG255.0%
forward movement into punchP214.2%
punchP214.2%
backdash193.8%
backdash into Tourou Hassou41236P193.8%
Gyaku Seikenzuki66P153.0%
backdash into Senkyutai1K142.8%
Harai'uke (Deflect)4P+K+G into punchP112.2%
backdash into backward movement112.2%
backward movement into evade up81.6%

85 further openings account for the other 160 rounds.

Counted from 125 of the 173 matches played. The rest were not pulled for openings.

Jean

Career
206–191 · 51.9%
This season
121 matches · 52.1%
Peak rank
26

First hit in 43.0% of 295 rounds. Won 62.2% of the rounds they struck first, 39.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shitamaeken2P258.5%
backdash into Yamakuzushi6K258.5%
backdash into evade up248.1%
backdash into evade down217.1%
evade down into guardG196.4%
punchP186.1%
Gyaku Seikenzuki66P155.1%
Harai'uke (Deflect)4P+K+G into punchP113.7%
backdash113.7%
backdash into Kousenshu4KP72.4%
backdash into backward movement72.4%
guardG62.0%
Harai'uke (Deflect)4P+K+G51.7%
Yoko'enpi6P51.7%
backdash into Hou'ou Kourui Otoshi4K+G51.7%

55 further openings account for the other 91 rounds.

Counted from 73 of the 121 matches played. The rest were not pulled for openings.

Lion

Career
157–100 · 61.1%
This season
52 matches · 61.5%
Peak rank
26

First hit in 47.1% of 208 rounds. Won 65.3% of the rounds they struck first, 52.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sentai4K4119.7%
backdash into evade up2411.5%
backdash into Tourou Hassou41236P199.1%
backdash into evade down199.1%
forward movement into punchP188.7%
backdash into Senkyutai1K146.7%
backdash83.9%
evade down into guardG62.9%
backdash into Koushutai44K41.9%
backdash into backward movement41.9%
crouch dash forward into Sen'inshou3P41.9%
Senkyutai1K31.4%
backward movement into Senkyutai1K31.4%
backward movement into evade down31.4%
backward movement into evade up31.4%

29 further openings account for the other 35 rounds.

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)
  • Lion: not tested (too few rounds)