VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Jean

earphone

Career matches125
Career win rate88.0%
Round win rate53.8%
Peak rank34
Distinct opponents350
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1641 #1,087 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

Jean341251101588.0%

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

2,817 of 3,879 rounds counted

8.4 inputs a second (505 a minute) this season. Faster than 78% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean8.45052,817

By opponent's character

Akira8.4504364
Jacky8.3498275
Wolf8.2490247
Jeffry8.3498247
Pai8.7521149
Sarah8.7522151
Kage8.5512131
Brad8.5513157
Goh8.4505124
Shun8.3499140
Jean8.4506143
Aoi8.4505111
Lei Fei8.7519136
Lau8.651581
Vanessa8.349681
Dural8.2495102
El Blaze8.6518103
Lion8.450441
Eileen8.047719
Taka9.255515

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

Akira132825062.1%+9.1
Jacky97544355.7%-1.9
Wolf91523957.1%+5.4
Jeffry88424647.7%-12.3
Pai52322061.5%+5.8
Sarah51292256.9%+5.1
Kage47232448.9%-5.2
Brad45301566.7%+5.8
Goh44261859.1%+3.8
Shun44311370.5%+14.8
Jean40182245.0%-7.9
Aoi37241364.9%+5.9
Lei Fei34112332.4%-24.5
Lau33171651.5%-6.5
Vanessa29151451.7%-6.2
Dural27151255.6%-4.5
El Blaze26111542.3%-12.3
Lion1710758.8%+14.1
Eileen136746.1%-6.3
Taka62433.3%-18.1

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Full Fence132676550.8%-4.1
Open116674957.8%+2.3
Breakable Half Fence106545250.9%-5.3
Low Fence103604358.2%+0.3
Half Fence92573562.0%+8.7
Octagon88543461.4%+4.4
Single Wall87394844.8%-14.4
Breakable Full Fence78542469.2%+15.7
Rectangle60263443.3%-11.2
Full Fence and Open54272750.0%-2.6

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls55656.1%55.0%+1.1
No walls30654.2%57.1%-2.9

Walls against open: +4.0 points (95% range -3.7 to +11.6), p 0.312 — 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

Hi:D (Rank 35)2026/09/13112918.2%
nanami.madogiwa (Rank 30)2026/09/13124833.3%
스트렌져 (Rank 34)2026/09/07111109.1%
chileung18 (Rank 30)2026/08/3130171356.7%
NORESPECT (Rank 36)2026/08/0496366.7%
MaBoy (Rank 33)2026/08/04134930.8%
kzkm92678 (Rank 36)2026/08/04105550.0%
kagemaru1 (Rank 32)2026/08/036060.0%
rily-you (Rank 31)2026/07/24129375.0%
headup11 (Rank 29)2026/07/2375271.4%
orz (Rank 31)2026/07/232117481.0%
Hi-VisionZERO (Rank 32)2026/07/2386275.0%
ba(袈裟) (Rank 35)2026/07/2272528.6%
banpal/バンパル (Rank 34)2026/07/2061516.7%
elf4sale (Rank 31)2026/07/17126650.0%
ルビーロマン葵 (Rank 32)2026/07/1782625.0%
kkotgerang (Rank 29)2026/06/2874357.1%
akimaru7 (Rank 30)2026/06/2174357.1%
HB (Rank 32)2026/06/2076185.7%
佑天飯店 (Rank 28)2026/06/1962433.3%
Akishin-0313 (Rank 31)2026/06/1983537.5%
bakureturanbu (Rank 28)2026/05/1975271.4%
たかティン (Rank 21)2026/05/19880100.0%
ブリブリ飯店堺店 (Rank 24)2026/05/16108280.0%
hide2480gt (Rank 21)2026/05/1664266.7%

Round openings

Jean

Career
110–15 · 88.0%
This season
953 matches · 55.6%
Peak rank
34

First hit in 52.1% of 3,854 rounds. Won 56.7% of the rounds they struck first, 50.5% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 25.9% of rounds, against 18.0% in their other rounds.
  • Against Wolf: waits first in 45.7% of rounds, against 25.8% against everyone else.
  • On Half Fence stages: backs off first in 26.2% of rounds, against 19.3% on the other stages.
  • After opening the round before by waiting: waits first in 38.7% of rounds, against 26.2% after anything else.
  • After winning a round: backs off first in 25.8% of rounds, against 9.0% after losing one.
  • When ahead: backs off first in 27.0% of rounds, against 11.8% when level or behind.
  • In round 1: opens with “backdash into 46P Kake'uchi” in 5.7% of rounds, against 2.7% in their other rounds.
  • Against Akira: opens with “66P Gyaku Seikenzuki” in 9.8% of rounds, against 5.7% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 9.6% of rounds, against 2.6% after anything else.
  • After the opponent opened the round before with “forward movement into P punch”: opens with “2P Shitamaeken” in 10.1% of rounds, against 3.7% after anything else.
  • After winning a round: opens with “backdash into evade up” in 4.4% of rounds, against 1.0% after losing one.
  • When ahead: opens with “backdash into evade up” in 5.1% of rounds, against 1.2% when level or behind.

How is this tested?

Gyaku Seikenzuki66P2416.2%
guardG into evade down1694.3%
backdash into Kake'uchi46P1323.4%
Shitamaeken2P1293.3%
backdash into evade up1283.3%
guardG into evade up1233.2%
punchP1153.0%
backdash into evade down1122.9%
throwP+G942.4%
guardG852.2%
Shitamaeken2P into backdash832.1%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK802.1%
guardG into throw escape802.1%
punchP into forward dash671.7%
Oiseikenzuki (Deflect)236P+K661.7%

319 further openings account for the other 2,178 rounds.

By stage type

Record against each character on walled and open stages, as Jean

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira43–28 · 61%35–13 · 73%-7.1
Jacky35–24 · 59%14–12 · 54%too few to test
Wolf26–23 · 53%20–15 · 57%-2.8
Jeffry22–28 · 44%15–17 · 47%-2.3
Pai16–7 · 70%13–10 · 57%too few to test
Sarah15–11 · 58%12–9 · 57%too few to test
Kage14–16 · 47%7–4 · 64%too few to test
Brad12–4 · 75%10–8 · 56%too few to test
Goh17–8 · 68%6–9 · 40%too few to test
Shun26–11 · 70%3–2 · 60%too few to test
Jean13–17 · 43%1–2 · 33%too few to test
Aoi18–6 · 75%5–6 · 45%too few to test
Lei Fei6–16 · 27%4–7 · 36%too few to test
Lau9–10 · 47%5–5 · 50%too few to test
Vanessa9–10 · 47%4–4 · 50%too few to test
Dural8–5 · 62%7–7 · 50%too few to test
El Blaze9–11 · 45%1–3 · 25%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

How is this tested?

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 (17 here; about 0.9 would come up by chance alone before the correction).
  • Walls against open is tested per opponent with 30+ matches and 10+ different players on each side, allowing for both players' ranks, and corrected across every player page at once: 0 of 2,552 hold up. With stages shuffled at random: 0 of 2,651–2,673.

Tests behind each character's list

  • Jean: 12 of 17 tests hold up