VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Shun

あぶにしなか

  • Aoi
  • Jeffry
Career matches631
Career win rate48.5%
Round win rate47.5%
Peak rank27
Distinct opponents61
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1232 #3,355 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

Shun2751526525051.5%
Aoi2282315137.8%
Jeffry2134102429.4%

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

734 of 734 rounds counted

7.4 inputs a second (445 a minute) this season. Faster than 57% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.5447604
Aoi7.243365
Jeffry7.343765

By opponent's character

Akira7.444198
El Blaze7.243088
Shun7.545388
Jacky7.746291
Aoi7.545256
Goh7.142863
Jeffry7.746044
Pai7.142641
Lion7.343827
Lau7.645628
Vanessa8.047725
Kage7.444619
Jean7.444315
Sarah7.746213
Brad6.840512
Dural7.34377
Lei Fei7.04207
Eileen7.54483
Taka6.23734
Wolf7.74625

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

Akira26141253.9%+0.5
El Blaze2317673.9%+30.3
Shun23111247.8%+2.4
Jacky22111150.0%+3.0
Aoi1551033.3%-14.7
Goh1511473.3%+10.6
Jeffry115645.5%-13.7
Pai104640.0%-21.2
Lion7070.0%-19.8
Lau65183.3%+34.0
Vanessa62433.3%-13.9
Kage5050.0%-49.3
Jean41325.0%-11.3
Sarah42250.0%+0.5
Brad32166.7%+20.1
Dural2020.0%-11.1
Lei Fei2020.0%-27.3
Eileen1010.0%-45.5
Taka1010.0%-59.5
Wolf110100.0%+89.5

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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

Breakable Half Fence34191555.9%+6.1
Single Wall24131154.2%+4.1
Rectangle23121152.2%+3.2
Breakable Full Fence1912763.2%+10.8
Open1991047.4%+4.9
Low Fence1871138.9%-14.1
Full Fence157846.7%-4.6
Half Fence123925.0%-17.4
Full Fence and Open94544.4%+0.1
Octagon71614.3%-22.3

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls11049.1%49.0%+0.1
No walls6147.5%48.5%-1.0

Walls against open: +1.1 points (95% range -14.3 to +16.5), p 0.893 — 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

A56-7W (Rank 28)2026/10/1732166.7%
mikkunn3277 (Rank 25)2026/10/1774357.1%
48歳技覚えられないよ (Rank 27)2026/10/1641325.0%
kimxxxtt (Rank 22)2026/10/1631233.3%
莫丝 (Rank 21)2026/10/1441325.0%
Mevius1 (Rank 16)2026/10/1342250.0%
dalmax72 (Rank 21)2026/10/1341325.0%
xXsoul-childXx (Rank 29)2026/10/1362433.3%
cs2skoda (Rank 23)2026/10/06440100.0%
みの (Rank 24)2026/10/0642250.0%
カミナリおやじ (Rank 27)2026/09/3061516.7%
格雷希欧 (Rank 24)2026/09/3031233.3%
hahaha (Rank 29)2026/09/304040.0%
ちょいそる (Rank 27)2026/09/2984450.0%
TaKaArAsHi573 (Rank 23)2026/09/29660100.0%
GWO (Rank 25)2026/09/2872528.6%
かりぼー (Rank 25)2026/09/2732166.7%
クレージーゴリウル (Rank 27)2026/09/1741325.0%
jhs9657 (Rank 23)2026/09/1231233.3%
osAnKIRA (Rank 23)2026/09/1232166.7%
Garuyan (Rank 26)2026/09/1232166.7%
HayanieMozu (Rank 22)2026/09/0987187.5%
ぬ (Rank 21)2026/09/0612120100.0%
gshoon (Rank 11)2026/09/0543175.0%
ジークリオン (Rank 37)2026/08/284040.0%

Round openings

Every character

Haisenchu1P7014.6%
Gyou'in Haishu3P5711.8%
Fukuchougeki2P255.2%
Haisenchu1P into evade down204.2%
backward movement into Kasen Chugeki6P194.0%
Getsuga Gakushu46P183.7%
Gyou'in Haishu3P into evade down183.7%
crouch into Haisenchu1P142.9%
Tenshin Haishu4P132.7%
Kamageri4K122.5%
Rensai Gakushu46PP into Rengeki Gakushu46PPP112.3%
crouch into Fukuchougeki2P112.3%
backward movement into Kasen Zenbokushou6PP102.1%
forward movement into punchP102.1%
punchP into RengekiPP102.1%

88 further openings account for the other 163 rounds.

Counted from 126 of the 171 matches played. The rest were not pulled for openings.

Shun

Career
265–250 · 51.5%
This season
153 matches · 51.0%
Peak rank
27

First hit in 63.7% of 422 rounds. Won 54.3% of the rounds they struck first, 40.5% of the rounds they were struck first.

Significant Tells

  • When the score is level: opens with “1P Haisenchu” in 34.1% of rounds, against 14.0% when ahead or behind.

How is this tested?

Haisenchu1P7016.4%
Gyou'in Haishu3P5713.4%
Fukuchougeki2P255.9%
Haisenchu1P into evade down204.7%
backward movement into Kasen Chugeki6P194.5%
Getsuga Gakushu46P184.2%
Gyou'in Haishu3P into evade down184.2%
crouch into Haisenchu1P143.3%
Tenshin Haishu4P133.0%
Rensai Gakushu46PP into Rengeki Gakushu46PPP112.6%
crouch into Fukuchougeki2P112.6%
backward movement into Kasen Zenbokushou6PP102.4%
punchP into RengekiPP102.4%
Haisenchu1P into backdash81.9%
Kasen Chugeki6P81.9%

69 further openings account for the other 114 rounds.

Counted from 111 of the 153 matches played. The rest were not pulled for openings.

Aoi

Career
31–51 · 37.8%
This season
18 matches · 38.9%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kamageri4K1221.8%
forward movement into punchP916.4%
Chudan Hiji'ate6P814.6%
Koromoguruma66P35.5%
Ogamigeri4K+G35.5%
Raijinha6K35.5%
Chudan Hiji'ate6P into forward movement23.6%
crouch into Gedan Shouda2P23.6%
Chudan Hiji'ate6P into punchP11.8%
Hou'oushu3P into forward dash11.8%
Jousei Ryusenshou214P+K11.8%
Ouda6P+K into Oushu Hiji'ate6P+KP11.8%
Shinchuzuki (Deflect)236P+K11.8%
Sou'unha66K11.8%
evade down into Raijinha6K11.8%

6 further openings account for the other 6 rounds.

Counted from 15 of the 18 matches played. The rest were not pulled for openings.

Not counted here: Jeffry. Their matches were not pulled for openings.

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

  • Shun: 1 of 17 tests hold up
  • Aoi: not tested (too few rounds)