VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jean

无双殿堂

  • Lei Fei
  • Wolf
  • Jeffry
  • Kage
Career matches1,182
Career win rate48.0%
Round win rate54.3%
Peak rank25
Distinct opponents192
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1318 #3,055 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

Jean2533918015953.1%
Lei Fei2224811413446.0%
Jacky—2107813237.1%
Kage22171729942.1%
Jeffry2387602769.0%
Wolf1972324044.4%
Sarah—55312456.4%

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

1,121 of 1,509 rounds counted

9.0 inputs a second (537 a minute) this season. Faster than 86% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean9.0539760
Lei Fei9.356092
Wolf8.6514139
Jeffry9.0539130

By opponent's character

Akira8.8526177
Jacky8.9534111
Aoi8.8530127
Sarah9.1543102
Lion9.0542108
Shun8.551152
Eileen10.060258
Wolf9.255029
Jeffry8.249529
Lau9.254933
Pai8.853047
Kage9.053938
Goh9.858922
Lei Fei8.752436
El Blaze9.154543
Vanessa9.255435
Dural9.556929
Brad8.450219
Jean8.953311
Taka9.758015

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

Akira62372559.7%+1.7
Jacky40152537.5%-18.9
Aoi37251267.6%+7.2
Sarah34211361.8%-1.2
Lion32221068.8%+11.8
Shun1981142.1%-9.2
Eileen1813572.2%+10.0
Wolf178947.1%+5.3
Jeffry1510566.7%+11.3
Lau1510566.7%+4.0
Pai1551033.3%-18.4
Kage1411378.6%+15.1
Goh134930.8%-14.6
Lei Fei138561.5%+5.7
El Blaze125741.7%-13.2
Vanessa104640.0%-16.0
Dural85362.5%+19.1
Brad52340.0%-13.8
Jean43175.0%+7.0
Taka43175.0%+25.4

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 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 Wall50302060.0%-3.4
Rectangle45222348.9%-4.8
Full Fence42182442.9%-15.2
Open42261661.9%+8.9
Low Fence41241758.5%+2.5
Breakable Full Fence38221657.9%+2.8
Octagon36152141.7%-12.4
Breakable Half Fence2819967.9%+12.5
Full Fence and Open2517868.0%+0.2
Half Fence2516964.0%+11.2

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21452.3%54.6%-2.2
No walls13360.2%58.1%+2.1

Walls against open: -4.3 points (95% range -15.9 to +7.2), p 0.465 — 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

Aero-R (Rank 16)990100.0%
coolimo (Rank 20)97277.8%
Cooljerk (Rank 23)87187.5%
김멋있다 (Rank 21)76185.7%
dark-baron (Rank 22)64266.7%
j-kubo55 (Rank 21)660100.0%
jqy911 (Rank 21)63350.0%
juha-papa (Rank 21)660100.0%
ちぇびーまるやま (Rank 22)63350.0%
Enemyunit (Rank 26)53260.0%
parking-orange (Rank 21)54180.0%
しおのさばやき (Rank 21)52340.0%
ミミッチ (Rank 15)53260.0%
桃之助 (Rank 23)53260.0%
Pikachu-01-2000 (Rank 18)440100.0%
QUASI (Rank 21)42250.0%
Xtron2112 (Rank 21)42250.0%
getOFF (Rank 14)42250.0%
haohwhite (Rank 23)41325.0%
hijunglove (Rank 21)41325.0%
patosa (Rank 24)42250.0%
まなつのかじつ (Rank 21)42250.0%
オージ (Rank 23)42250.0%
도룡밖에난몰라/RSA (Rank 23)41325.0%
ばたやん (Rank 21)32166.7%

Most played opponents, most recent first

Pikachu-01-2000 (Rank 18)2026/10/07440100.0%
桃之助 (Rank 23)2026/10/0453260.0%
Enemyunit (Rank 26)2026/09/2853260.0%
Cooljerk (Rank 23)2026/09/1487187.5%
ちぇびーまるやま (Rank 22)2026/09/1463350.0%
dark-baron (Rank 22)2026/09/1264266.7%
juha-papa (Rank 21)2026/09/06660100.0%
도룡밖에난몰라/RSA (Rank 23)2026/09/0641325.0%
김멋있다 (Rank 21)2026/09/0576185.7%
hijunglove (Rank 21)2026/08/2541325.0%
patosa (Rank 24)2026/08/2442250.0%
parking-orange (Rank 21)2026/08/2354180.0%
j-kubo55 (Rank 21)2026/08/22660100.0%
jqy911 (Rank 21)2026/08/2163350.0%
QUASI (Rank 21)2026/08/1742250.0%
coolimo (Rank 20)2026/06/1597277.8%
オージ (Rank 23)2026/06/1542250.0%
getOFF (Rank 14)2026/06/1442250.0%
haohwhite (Rank 23)2026/05/2541325.0%
Aero-R (Rank 16)2026/05/24990100.0%
まなつのかじつ (Rank 21)2026/05/1842250.0%
しおのさばやき (Rank 21)2026/05/1852340.0%
Xtron2112 (Rank 21)2026/05/1842250.0%
ミミッチ (Rank 15)2026/05/1753260.0%
ばたやん (Rank 21)2026/05/1532166.7%

Round openings

Every character

KounirenPP into KagizukiPPP20513.7%
crouch into Renkan Geimenshou3PP17811.9%
punchP into KounirenPP1328.8%
guardG into evade down1057.0%
forward dash into throwP+G1026.8%
guardG into Yamakuzushi6K865.8%
guardG into Kaisei Tento1P+K483.2%
Hangetsu NirenzukiP+K352.3%
evade down into Kaisei Tento1P+K352.3%
up-back kick7K332.2%
crouch into Double Upper3PP312.1%
Chutenhou3P into Renkan Geimenshou3PP251.7%
punchP231.5%
up-back kick7K into Kouyoushu4KK211.4%
evade down into Yamakuzushi6K201.3%

140 further openings account for the other 414 rounds.

Counted from 382 of the 387 matches played. The rest were not pulled for openings.

Jean

Career
180–159 · 53.1%
This season
191 matches · 57.6%
Peak rank
25

First hit in 54.3% of 742 rounds. Won 59.1% of the rounds they struck first, 48.1% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 82.8% of rounds, against 62.8% in their other rounds.
  • Against Aoi: moves in first in 22.9% of rounds, against 4.6% against everyone else.
  • After opening the round before by attacking: attacks straight away in 73.7% of rounds, against 37.0% after anything else.
  • In round 1: opens with “PP Kouniren into PPP Kagizuki” in 46.8% of rounds, against 21.2% in their other rounds.
  • Against Aoi: opens with “forward dash into P+G throw” in 22.9% of rounds, against 4.2% against everyone else.
  • After opening the round before with “G guard into 6K Yamakuzushi”: opens with “G guard into 6K Yamakuzushi” in 46.3% of rounds, against 11.0% after anything else.
  • After landing the first hit of the round before: opens with “PP Kouniren into PPP Kagizuki” in 28.0% of rounds, against 12.9% after being hit first.

How is this tested?

KounirenPP into KagizukiPPP20527.6%
punchP into KounirenPP13217.8%
guardG into Yamakuzushi6K8611.6%
forward dash into throwP+G476.3%
guardG into evade down435.8%
Hangetsu NirenzukiP+K354.7%
punchP233.1%
up-back kick7K into Kouyoushu4KK212.8%
evade down into Yamakuzushi6K202.7%
up-back kick7K192.6%
punchP into Maeken~Joudan MawashigeriPK152.0%
up-back kick7K into Hizageri4K121.6%
crouch81.1%
crouch into Oishitazuki3PP81.1%
punchP into Nishin KakegeriPPK70.9%

34 further openings account for the other 61 rounds.

Counted from 186 of the 191 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
Akira8–7 · 53%14–6 · 70%too few to test
Lion6–3 · 67%6–3 · 67%too few to test
Sarah5–5 · 50%5–4 · 56%too few to test
Aoi8–3 · 73%7–0 · 100%too few to test

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

5 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?

Lei Fei

Career
114–134 · 46.0%
This season
114 matches · 48.2%
Peak rank
22

First hit in 59.8% of 448 rounds. Won 55.2% of the rounds they struck first, 41.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 73.7% of rounds, against 56.9% in their other rounds.
  • Against Shun: attacks straight away in 41.5% of rounds, against 16.7% against everyone else.
  • After opening the round before by attacking: attacks straight away in 51.7% of rounds, against 11.2% after anything else.
  • In round 1: opens with “crouch into 3PP Renkan Geimenshou” in 65.8% of rounds, against 30.8% in their other rounds.
  • Against Akira: opens with “crouch into 3PP Renkan Geimenshou” in 56.9% of rounds, against 37.2% against everyone else.
  • After opening the round before with “crouch into 3PP Renkan Geimenshou”: opens with “crouch into 3PP Renkan Geimenshou” in 52.1% of rounds, against 14.4% after anything else.
  • After landing the first hit of the round before: opens with “crouch into 3PP Renkan Geimenshou” in 41.6% of rounds, against 12.8% after being hit first.

How is this tested?

crouch into Renkan Geimenshou3PP17839.7%
guardG into Kaisei Tento1P+K4810.7%
evade down into Kaisei Tento1P+K357.8%
guardG into evade down327.1%
forward dash into throwP+G265.8%
Chutenhou3P into Renkan Geimenshou3PP255.6%
up-back kick7K into Dantai4K122.7%
up-back kick7K into Tenshin Senputai8KK102.2%
up-back kick7K92.0%
crouch into Chisen Choukyaku 13K+G71.6%
Sayu ShoukenPP into Renkan MahosuiPPP51.1%
Dantai4K40.9%
evade up40.9%
evade up into Dokuritsu Shiki8P+K+G40.9%
crouch30.7%

32 further openings account for the other 46 rounds.

Wolf

Career
32–40 · 44.4%
This season
38 matches · 47.4%
Peak rank
19

First hit in 50.7% of 138 rounds. Won 54.3% of the rounds they struck first, 47.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into throwP+G2517.7%
guardG into evade down149.9%
Drop Kick9K96.4%
Jab StraightPP into One Two UpperPPP96.4%
up-back kick7K into Savate4K85.7%
Low Drop Kick62K75.0%
guardG into Knee Lift6K75.0%
evade down into Knee Lift6K64.3%
forward movement into One Two UpperPPP42.8%
Neck Cut Kick8K+G32.1%
crouch into Low Hammer2P32.1%
guardG into Dragonfish Blow6PP32.1%
guardG into Heavy Middle Kick3K+G32.1%
guardG into Low Hammer2P32.1%
throwP+G32.1%

23 further openings account for the other 34 rounds.

Jeffry

Career
60–27 · 69.0%
This season
36 matches · 80.6%
Peak rank
23

First hit in 58.5% of 130 rounds. Won 79.0% of the rounds they struck first, 55.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Double Upper3PP3123.9%
crouch into Low Knuckle2P1914.6%
guardG into evade down1612.3%
guardG into Knee Attack6K118.5%
guardG into Tsunami Beat3K+G64.6%
up-back kick7K into Knee Push4K64.6%
Low Knuckle2P53.9%
Middle Hell Stab6P+K43.1%
Smash Upper3P into Double Upper3PP32.3%
evade down into Knee Attack6K32.3%
guardG into Full Swing Upper33P32.3%
evade down into Tsunami Beat3K+G21.5%
forward dash into throwP+G21.5%
guardG21.5%
guardG into Middle Hell Stab6P+K21.5%

13 further openings account for the other 15 rounds.

Kage

Career
72–99 · 42.1%
This season
8 matches · 87.5%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

kickK into HagasanePK721.9%
Suishageri7K+G618.8%
forward dash into Ryu'eikyaku66K26.2%
forward dash into throwP+G26.2%
Hagaryu66K+G13.1%
Ogami IssenKP into Ogami SenryubiKPK13.1%
Ryu'eikyaku66K13.1%
SandangekiPPP into Sandan UrageriPPPK13.1%
crouch into Jizuridan2P13.1%
evade down13.1%
evade down into Gen'you4K+G13.1%
evade down into Suishageri7K+G13.1%
evade down into throwP+G13.1%
forward dash into forward kick6K13.1%
guardG13.1%

4 further openings account for the other 4 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 (30 here; about 1.5 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: 7 of 15 tests hold up
  • Lei Fei: 7 of 15 tests hold up
  • Wolf: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Kage: not tested (too few rounds)