VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jean

SFPunker

  • Akira
  • Wolf
Career matches3,496
Career win rate54.5%
Round win rate54.3%
Peak rank38
Distinct opponents116
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1706 #780 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

Jean382,1141,18293255.9%
Wolf341,19861858051.6%
Akira281841057957.1%

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

1,754 of 2,136 rounds counted

5.2 inputs a second (311 a minute) this season. Faster than 4% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean5.03031,256
Akira5.5330372
Wolf5.4326126

By opponent's character

Sarah5.2309146
Shun5.3319183
Lion5.0303151
Kage4.9296157
Akira5.3317116
Jeffry5.3321163
Jacky5.5331127
Lei Fei5.0299139
Brad5.231294
Vanessa4.929254
Pai5.030280
Wolf5.532778
El Blaze5.030170
Goh5.130452
Aoi5.231430
Lau5.533334
Jean4.829028
Taka5.130521
Dural5.231123
Eileen5.63338

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

Sarah53351866.0%+9.4
Shun51203139.2%-20.4
Lion45172837.8%-9.2
Kage44192543.2%-5.6
Akira41271465.8%+8.6
Jeffry41212051.2%-1.3
Jacky3627975.0%+14.2
Lei Fei34132138.2%-10.1
Brad33211263.6%+3.2
Vanessa2618869.2%-3.0
Pai2518772.0%+5.3
Wolf2517868.0%+6.2
El Blaze2081240.0%-13.1
Goh16160100.0%+15.0
Aoi95455.6%-10.7
Lau96366.7%+20.4
Jean770100.0%+16.8
Taka76185.7%+30.9
Dural62433.3%-27.4
Eileen220100.0%+67.0

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 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

Half Fence75403553.3%-4.9
Open70373352.9%-1.4
Low Fence58391967.2%+8.5
Octagon55352063.6%+12.5
Breakable Full Fence51282354.9%-2.5
Breakable Half Fence48272156.2%-0.4
Rectangle47281959.6%-2.7
Single Wall42251759.5%+1.6
Full Fence38231560.5%-0.1
Full Fence and Open2051525.0%-28.1

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls31457.6%57.5%+0.2
No walls17059.4%57.0%+2.4

Walls against open: -2.3 points (95% range -11.1 to +6.5), p 0.611 — 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

RushdownTurtle(RDT) (Rank 37)2026/08/26135838.5%
Dhezz (Rank 34)2026/08/2673442.9%
Jiikae (Rank 31)2026/08/26105550.0%
daRockReaper (Rank 40)2026/08/0462433.3%
brucelabestia (Rank 35)2026/07/2896366.7%
Nate__theRipper (Rank 38)2026/07/252281436.4%
iKillYouXChicken (Rank 38)2026/07/25124833.3%
TTownTony (Rank 34)2026/07/2476185.7%
JAWattack (Rank 31)2026/07/1786275.0%
LDW (Rank 27)2026/07/14116554.5%
own1jef123 (Rank 28)2026/07/0926101638.5%
y2d (Rank 42)2026/06/269090.0%
live4eva_ (Rank 33)2026/06/201771041.2%
tenpai (Rank 31)2026/06/2086275.0%
n.fangy (Rank 36)2026/06/16114736.4%
llMICll (Rank 33)2026/06/1697277.8%
chexmixofdeath (Rank 33)2026/05/3024121250.0%
cringenasty (Rank 30)2026/05/28770100.0%
DUCKSEASON (Rank 35)2026/05/2898188.9%
RentalAnimator (Rank 42)2026/05/272772025.9%
DFAxCalamity (Rank 33)2026/05/2384450.0%
Mr_LoverMan85 (Rank 30)2026/05/1775271.4%
UltraSeBassツ (Rank 34)2026/05/1782625.0%
BaebladeRIP (Rank 39)2026/05/06149564.3%
B_Ninja210 (Rank 32)2026/03/2674357.1%

Round openings

Every character

Yoko'enpi6P1416.6%
punchP1245.8%
backdash into evade down1105.1%
evade up into forward dash753.5%
backdash into evade up723.4%
backdash into Oihiji4P+K643.0%
crouch into Shitamaeken2P632.9%
guardG into crouch391.8%
Shitamaeken2P371.7%
guardG into evade down371.7%
backdash into Doumawashi Kaitengeri46K+G361.7%
evade down into crouch dash forward361.7%
backdash into Shitanagi Shutou1P341.6%
guardG321.5%
evade down into forward dash251.2%

343 further openings account for the other 1,217 rounds.

Jean

Career
1,182–932 · 55.9%
This season
356 matches · 57.6%
Peak rank
38

First hit in 55.4% of 1,404 rounds. Won 58.2% of the rounds they struck first, 49.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 21.6% of rounds, against 13.9% in their other rounds.
  • Against Kage: waits first in 28.6% of rounds, against 14.5% against everyone else.
  • In round 2: opens with “backdash into 4P+K Oihiji” in 8.0% of rounds, against 3.4% in their other rounds.

How is this tested?

Yoko'enpi6P14110.0%
punchP835.9%
backdash into evade down654.6%
backdash into Oihiji4P+K644.5%
crouch into Shitamaeken2P634.5%
backdash into evade up493.5%
evade up into forward dash493.5%
Shitamaeken2P372.6%
backdash into Doumawashi Kaitengeri46K+G362.5%
backdash into Shitanagi Shutou1P342.4%
guardG into crouch322.3%
guardG into evade down312.2%
Gyaku Seikenzuki66P into Yoko'enpi6P221.6%
evade down into crouch dash forward221.6%
Chudan Mawashigeri3K211.5%

198 further openings account for the other 663 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun13–14 · 48%2–2 · 50%too few to test
Lion11–17 · 39%3–6 · 33%too few to test
Sarah10–9 · 53%12–2 · 86%too few to test
Kage15–13 · 54%1–5 · 17%too few to test
Akira14–2 · 88%5–4 · 56%too few to test
Lei Fei8–12 · 40%1–2 · 33%too few to test
Wolf7–3 · 70%7–5 · 58%too few to test
Brad9–5 · 64%6–1 · 86%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.

How is this tested?

Akira

Career
105–79 · 57.1%
This season
88 matches · 56.8%
Peak rank
28

First hit in 51.0% of 365 rounds. Won 57.5% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

punchP287.5%
backdash into evade down236.2%
Rimon Chouchu66P215.6%
crouch into Housui2P164.3%
evade up into forward dash143.8%
guardG123.2%
backdash into Koboku214P113.0%
backdash into evade up113.0%
punchP into Hachimon KaidaPP102.7%
Jouho Touken6P92.4%
Jouho Touken6P into backward movement92.4%
Rimon Chouchu66P into Jouho Touken6P92.4%
backdash into Souka Housui3P+K92.4%
punchP into forward dash92.4%
evade up71.9%

98 further openings account for the other 175 rounds.

Wolf

Career
618–580 · 51.6%
This season
86 matches · 58.1%
Peak rank
34

First hit in 54.7% of 351 rounds. Won 60.9% of the rounds they struck first, 49.1% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Arrow Knuckle3P236.4%
backdash into evade down226.2%
Low Drop Kick62K215.9%
backdash into Mow Down Chop1P+K215.9%
punchP into Jab StraightPP174.8%
punchP133.6%
backdash into evade up123.4%
evade up into forward dash123.4%
crouch into Low Hammer2P92.5%
evade down into Elbow Butt4P92.5%
punchP into kickK92.5%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K82.2%
evade down into crouch dash forward82.2%
forward movement into Elbow Butt4P82.2%
Arrow Knuckle3P into guardG61.7%

82 further openings account for the other 159 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 (39 here; about 2.0 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: 3 of 15 tests hold up
  • Akira: 0 of 11 tests hold up
  • Wolf: 0 of 13 tests hold up