VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jean

algernon-jpn

  • Kage
Career matches2,951
Career win rate48.2%
Round win rate47.7%
Peak rank28
Distinct opponents122
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1404 #2,628 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

Jean282,8971,3991,49848.3%
Kage2254243044.4%

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

994 of 1,082 rounds counted

8.3 inputs a second (500 a minute) this season. Faster than 77% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean8.3500978
Kage8.450216

By opponent's character

Akira8.3501128
Jacky8.7520109
Wolf8.550879
Pai8.350192
Kage8.249167
Aoi8.450673
El Blaze7.947357
Sarah8.651365
Jean8.148762
Goh8.148753
Jeffry8.349842
Lei Fei8.953642
Shun8.249039
Lau8.349726
Vanessa8.450320
Brad7.947412
Lion8.45038
Taka8.047711
Eileen7.04199

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

Akira36162044.4%-0.6
Jacky30141646.7%+1.1
Wolf22111150.0%+5.0
Pai2113861.9%+13.1
Kage1981142.1%-6.0
Aoi189950.0%+2.0
El Blaze179852.9%+3.0
Sarah1741323.5%-19.2
Jean1631318.8%-19.2
Goh137653.9%+15.6
Jeffry127558.3%+6.3
Lei Fei116554.5%+10.1
Shun114736.4%-9.5
Lau65183.3%+34.5
Vanessa51420.0%-23.3
Brad4040.0%-54.8
Lion31233.3%-14.1
Taka32166.7%+14.4
Eileen220100.0%+55.5

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 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

Rectangle37152240.5%-4.5
Breakable Half Fence31102132.3%-13.7
Single Wall30131743.3%-5.3
Low Fence28131546.4%+1.6
Octagon26101638.5%-14.3
Breakable Full Fence25141156.0%+9.0
Full Fence2391439.1%-3.6
Open2214863.6%+20.0
Half Fence147750.0%+5.5
Full Fence and Open104640.0%-12.5

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15641.7%45.8%-4.2
No walls8050.0%46.2%+3.8

Walls against open: -8.0 points (95% range -21.4 to +5.5), p 0.246 — 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

manekinecogames (Rank 22)2026/10/1863350.0%
ゅろぽ (Rank 24)2026/10/1843175.0%
abs (Rank 29)2026/10/103030.0%
カプリッチョ (Rank 26)2026/10/0552340.0%
Penoco (Rank 26)2026/09/2774357.1%
しろ☆おび。@のびしろF (Rank 27)2026/09/1253260.0%
CELIS (Rank 29)2026/09/0871614.3%
XiaoMing.SH (Rank 28)2026/09/0641325.0%
FreddieKing (Rank 26)2026/08/3032166.7%
M&E (Rank 21)2026/08/2452340.0%
starszhouuu (Rank 25)2026/08/2432166.7%
☆プなれ☆ (Rank 28)2026/08/2363350.0%
NoMark/ノーマーク (Rank 26)2026/08/2332166.7%
かりすまっくすさん★ (Rank 25)2026/08/2353260.0%
gimoring (Rank 27)2026/08/2331233.3%
erinnx.0510 (Rank 23)2026/08/2231233.3%
MaxMuncy (Rank 25)2026/08/1742250.0%
headup11 (Rank 25)2026/08/0341325.0%
鳶飛戾天,魚躍於淵 (Rank 25)2026/07/2731233.3%
りてりん (Rank 27)2026/07/2031233.3%
Light (Rank 27)2026/07/206060.0%
SBD0121 (Rank 27)2026/07/1931233.3%
ズサ齋藤 (Rank 26)2026/07/1242250.0%
え~る (Rank 25)2026/05/1731233.3%
ゼータ(MSZ-006) (Rank 26)2026/03/2932166.7%

Round openings

Every character

Oiseikenzuki (Deflect)236P+K into punchP687.7%
Oiseikenzuki (Deflect)236P+K into KounirenPP515.8%
forward movement into punchP434.9%
Yoko'enpi6P343.9%
Nozuchi1P+K293.3%
backdash into Kake'uchi~Maekeri'age46PK273.1%
backdash into Nozuchi1P+K273.1%
forward dash into Yoko'enpi6P192.2%
Oiseikenzuki (Deflect)236P+K into KagizukiPPP182.0%
Nozuchi1P+K into Hangetsu NirenzukiP+K161.8%
Gyaku Seikenzuki66P151.7%
Getsuku Shouken46P+K into KounirenPP141.6%
guardG141.6%
backdash into Kake'uchi46P131.5%
Nozuchi1P+K into Oihiji4P+K121.4%

208 further openings account for the other 480 rounds.

Counted from 216 of the 266 matches played. The rest were not pulled for openings.

Jean

Career
1,399–1,498 · 48.3%
This season
262 matches · 46.6%
Peak rank
28

First hit in 46.2% of 864 rounds. Won 53.9% of the rounds they struck first, 44.3% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 52.4% of rounds, against 42.0% in their other rounds.
  • Against Jacky: attacks straight away in 58.4% of rounds, against 42.7% against everyone else.
  • After losing a round: attacks straight away in 58.1% of rounds, against 40.3% after winning one.
  • When behind: attacks straight away in 59.8% of rounds, against 41.8% when ahead or level.
  • In round 3: opens with “1P+K Nozuchi” in 7.6% of rounds, against 2.0% in their other rounds.
  • After losing a round: opens with “236P+K Oiseikenzuki (Deflect) into P punch” in 14.8% of rounds, against 2.8% after winning one.
  • When behind: opens with “236P+K Oiseikenzuki (Deflect) into P punch” in 15.2% of rounds, against 4.8% when ahead or level.

How is this tested?

Oiseikenzuki (Deflect)236P+K into punchP687.9%
Oiseikenzuki (Deflect)236P+K into KounirenPP515.9%
forward movement into punchP424.9%
Yoko'enpi6P343.9%
Nozuchi1P+K293.4%
backdash into Kake'uchi~Maekeri'age46PK273.1%
backdash into Nozuchi1P+K273.1%
forward dash into Yoko'enpi6P192.2%
Oiseikenzuki (Deflect)236P+K into KagizukiPPP182.1%
Nozuchi1P+K into Hangetsu NirenzukiP+K161.9%
Gyaku Seikenzuki66P151.7%
Getsuku Shouken46P+K into KounirenPP141.6%
guardG141.6%
backdash into Kake'uchi46P131.5%
Nozuchi1P+K into Oihiji4P+K121.4%

194 further openings account for the other 465 rounds.

Counted from 212 of the 262 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
Jacky5–6 · 45%8–8 · 50%too few to test
Akira5–6 · 45%4–4 · 50%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.

50 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?

Kage

Career
24–30 · 44.4%
This season
4 matches · 0.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'uchi6P into crouch dash forward16.2%
Rasen4P into Rasen Urageri4PK16.2%
Rasen4P into crouch dash forward16.2%
Ryubisen44K+G16.2%
backdash into Hagakure-ryu In Fujingeki46P+KP16.2%
backdash into Hagakure-ryu In Raijingeki46P+K16.2%
backdash into Kodachinuki4K16.2%
backdash into evade up16.2%
crouch dash forward into Rasen Urageri4PK16.2%
crouch dash forward into Ryu'eikyaku66K16.2%
crouch into Nakageri3K16.2%
forward movement into SandangekiPPP16.2%
forward movement into punchP16.2%
guardG into Gen'you4K+G16.2%
guardG into Hiji'uchi6P16.2%

1 further openings account for the other 1 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 (15 here; about 0.8 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
  • Kage: not tested (too few rounds)