VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jean

48歳 もう手が追い付か

  • Sarah
  • Jacky
Career matches4,278
Career win rate49.6%
Round win rate48.9%
Peak rank29
Distinct opponents748
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1378 #2,768 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

Jean294,0621,9992,06349.2%
Sarah232131248958.2%
Jacky1631233.3%

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

8,257 of 8,261 rounds counted

6.1 inputs a second (366 a minute) this season. Faster than 21% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean6.13667,619
Sarah6.1364624
Jacky6.136414

By opponent's character

Akira6.13641,001
Wolf6.5391870
Jacky6.1367772
Pai6.2371722
Sarah5.9354600
Lion6.1364485
Aoi5.9354505
Jeffry6.1368468
Goh6.2369415
Shun6.2371349
Jean6.0357327
Vanessa5.9352284
Kage6.1368261
El Blaze6.1365250
Eileen5.9356234
Brad5.8350220
Lei Fei6.0358202
Lau6.1368185
Taka5.432278
Dural5.734429

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

Akira24712911852.2%+3.6
Wolf2099011943.1%-4.8
Jacky1939210147.7%+1.4
Pai179968353.6%+6.0
Sarah151846755.6%+4.9
Lion124665853.2%+3.6
Aoi123636051.2%+1.4
Jeffry117585949.6%+2.5
Goh103544952.4%+3.9
Shun92365639.1%-9.5
Jean82344841.5%-5.5
Vanessa69284140.6%-9.3
Kage68323647.1%-3.6
El Blaze63342954.0%+4.7
Eileen59223737.3%-5.3
Brad53223141.5%-8.1
Lei Fei50232746.0%+2.4
Lau48232547.9%-1.0
Taka2161528.6%-20.7
Dural82625.0%-15.0

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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

Single Wall24011312747.1%-1.9
Breakable Full Fence21711210551.6%+2.2
Low Fence21511010551.2%+4.7
Open21010110948.1%+0.1
Half Fence1991029751.3%+0.8
Rectangle1999810149.2%+0.7
Octagon1918111042.4%-6.5
Breakable Half Fence188939549.5%+1.3
Full Fence185919449.2%+0.8
Full Fence and Open129587145.0%-2.1

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
Walls1,17948.9%49.0%-0.0
No walls66548.7%47.9%+0.8

Walls against open: -0.8 points (95% range -5.6 to +4.0), p 0.732 — 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

豆次郎 (Rank 23)2026/10/18129375.0%
しろ☆おび。@のびしろF (Rank 26)2026/10/18115645.5%
nihikibito (Rank 24)2026/10/171810855.6%
yasai (Rank 23)2026/10/1795455.6%
orz (Rank 30)2026/10/16102820.0%
yoshi21cc (Rank 25)2026/10/16134930.8%
TAIDADA (Rank 26)2026/10/161761135.3%
xXsoul-childXx (Rank 30)2026/10/151731417.6%
HanshinHyouronka (Rank 24)2026/10/151812666.7%
siro__gane (Rank 28)2026/10/1494544.4%
SakuRa (Rank 26)2026/10/13119281.8%
たかティン (Rank 23)2026/10/13118372.7%
ちぇびーまるやま (Rank 24)2026/10/131512380.0%
tsuna-sand274 (Rank 27)2026/10/11123925.0%
パニガーレ (Rank 24)2026/10/07129375.0%
toothy-limb74 (Rank 24)2026/10/0795455.6%
GWO (Rank 25)2026/10/0697277.8%
wooo-2309 (Rank 26)2026/10/0391811.1%
도룡밖에난몰라/RSA (Rank 23)2026/10/02104640.0%
nora-tanuki07 (Rank 26)2026/09/30107370.0%
ねこ吉 (Rank 25)2026/09/28106460.0%
omuretukun (Rank 23)2026/09/222416866.7%
トローリロートル (Rank 22)2026/09/12167943.8%
M&E (Rank 23)2026/09/09169756.2%
IYO-no-okazu (Rank 25)2026/09/09990100.0%

Round openings

Every character

punchP4517.0%
Gyaku Seikenzuki66P4366.8%
guardG3856.0%
crouch dash back into Nozuchi1P+K2463.8%
guardG into evade up2313.6%
Nozuchi1P+K2183.4%
forward movement into punchP1812.8%
guardG into evade down1812.8%
punchP into KounirenPP1292.0%
Shitanagi Shutou1P1201.9%
punchP into kickK1171.8%
Nozuchi1P+K into guardG1111.7%
Yoko'enpi6P1091.7%
crouch dash back into guardG1041.6%
backdash into Nozuchi1P+K951.5%

470 further openings account for the other 3,295 rounds.

Counted from 1,597 of the 2,059 matches played. The rest were not pulled for openings.

Jean

Career
1,999–2,063 · 49.2%
This season
1,897 matches · 47.6%
Peak rank
29

First hit in 44.6% of 5,753 rounds. Won 52.2% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 51.8% of rounds, against 41.4% in their other rounds.
  • Against Pai: waits first in 35.6% of rounds, against 20.7% against everyone else.
  • After opening the round before by moving in: moves in first in 15.8% of rounds, against 4.9% after anything else.
  • After the opponent opened the round before by attacking: waits first in 24.5% of rounds, against 19.8% after anything else.
  • After winning a round: backs off first in 26.4% of rounds, against 19.0% after losing one.
  • When behind: moves in first in 6.9% of rounds, against 4.2% when ahead or level.
  • In round 1: opens with “66P Gyaku Seikenzuki” in 15.6% of rounds, against 4.9% in their other rounds.
  • Against Pai: opens with “G guard” in 11.2% of rounds, against 5.6% against everyone else.
  • After opening the round before with “P punch”: opens with “crouch dash back into 1P+K Nozuchi” in 9.9% of rounds, against 4.2% after anything else.
  • After being hit first in the round before: opens with “G guard” in 6.6% of rounds, against 5.9% after landing the first hit.

How is this tested?

punchP4487.8%
Gyaku Seikenzuki66P4367.6%
guardG3506.1%
crouch dash back into Nozuchi1P+K2464.3%
Nozuchi1P+K2183.8%
guardG into evade up2163.7%
guardG into evade down1733.0%
punchP into KounirenPP1292.2%
forward movement into punchP1262.2%
Shitanagi Shutou1P1202.1%
punchP into kickK1152.0%
Nozuchi1P+K into guardG1111.9%
Yoko'enpi6P1091.9%
crouch dash back into guardG981.7%
backdash into Nozuchi1P+K951.6%

347 further openings account for the other 2,781 rounds.

Counted from 1,435 of the 1,897 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira64–52 · 55%30–29 · 51%+3.4
Wolf39–49 · 44%13–34 · 28%+17.8
Jacky41–42 · 49%21–17 · 55%-5.6
Pai38–27 · 58%16–18 · 47%+4.4
Sarah28–23 · 55%22–11 · 67%-16.3
Lion32–32 · 50%15–13 · 54%too few to test
Jeffry26–28 · 48%16–11 · 59%too few to test
Aoi24–23 · 51%10–15 · 40%too few to test
Goh20–20 · 50%18–11 · 62%too few to test
Shun16–24 · 40%8–11 · 42%too few to test
Kage9–18 · 33%3–9 · 25%too few to test
El Blaze15–10 · 60%10–6 · 62%too few to test
Jean6–19 · 24%7–9 · 44%too few to test
Brad11–13 · 46%6–6 · 50%too few to test
Lau9–15 · 38%6–7 · 46%too few to test
Lei Fei7–6 · 54%11–9 · 55%too few to test
Eileen6–13 · 32%4–6 · 40%too few to test
Vanessa6–10 · 38%5–9 · 36%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.

462 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Sarah

Career
124–89 · 58.2%
This season
158 matches · 56.3%
Peak rank
23

First hit in 53.5% of 620 rounds. Won 59.0% of the rounds they struck first, 48.6% of the rounds they were struck first.

Significant Tells

  • Against Akira: evades first in 15.9% of rounds, against 4.1% against everyone else.
  • Against Aoi: opens with “crouch into 2K+G Leg Slicer” in 27.9% of rounds, against 13.5% against everyone else.

How is this tested?

crouch into Leg Slicer2K+G9314.9%
forward movement into punchP558.8%
guardG345.5%
backdash into Crescent Heel4K+G315.0%
guardG into evade up152.4%
crouch dash back into forward dash132.1%
forward movement into Jab StraightPP132.1%
Full Spin Heel Kick9K121.9%
Wind Knuckle6P+KP into Storm Combination6P+KPK121.9%
Hide Side Kick (Deflect)P+K101.6%
crouch dash back into Crescent Heel4K+G91.4%
crouch dash back into evade down81.3%
guardG into evade down81.3%
backdash into evade down71.1%
kickK71.1%

155 further openings account for the other 297 rounds.

Jacky

Career
1–2 · 33.3%
This season
4 matches · 25.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Beat KnuckleP+K into Beat & Back KnuckleP+KP17.1%
Jab StraightPP into Jab Double StraightPPP17.1%
Jumping Savate8K+G17.1%
Middle Smash Back Knuckle6PP into Rib CrushPP6PPP17.1%
Spin Heel Sword4K+G17.1%
backdash into Dash Hammer Kick66K17.1%
crouch dash back into Slant Back Knuckle1P17.1%
crouch dash back into forward dash17.1%
crouch dash back into guardG17.1%
evade up into Dash Hammer Kick66K17.1%
evade up into guardG17.1%
guardG17.1%
kickK17.1%
punchP into Jab StraightPP17.1%

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 (32 here; about 1.6 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: 10 of 17 tests hold up
  • Sarah: 2 of 15 tests hold up
  • Jacky: not tested (too few rounds)