VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Shun

Leejang

  • Eileen
  • Akira
Career matches301
Career win rate67.8%
Round win rate58.6%
Peak rank27
Distinct opponents89
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1385 #2,728 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

Shun271591134671.1%
Eileen2775512468.0%
Akira2467402759.7%

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

937 of 937 rounds counted

8.4 inputs a second (507 a minute) this season. Faster than 79% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun9.1543560
Eileen6.8405212
Akira8.7524165

By opponent's character

Jacky8.8526130
Pai8.5511109
Akira8.651788
Shun7.344094
Aoi8.350081
Jeffry9.054277
Sarah8.048157
Wolf9.154550
El Blaze8.853039
Jean8.651841
Kage8.450642
Lion8.551034
Vanessa8.551034
Goh8.148720
Lau8.852816
Brad8.45039
Eileen6.43849
Lei Fei7.94717

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

Jacky32211165.6%-2.8
Pai2718966.7%-3.3
Akira2419579.2%+4.2
Shun2418675.0%+4.3
Aoi2015575.0%+5.9
Jeffry1912763.2%-8.7
Sarah1311284.6%+16.8
Wolf139469.2%+5.8
El Blaze106460.0%+6.4
Jean105550.0%-8.9
Kage96366.7%+17.6
Lion82625.0%-33.0
Vanessa83537.5%-26.6
Goh52340.0%-23.1
Lau54180.0%+18.3
Brad220100.0%+33.1
Eileen21150.0%-22.9
Lei Fei220100.0%+37.5

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.

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

Open33231069.7%+8.5
Breakable Half Fence28141450.0%-16.8
Low Fence2722581.5%+18.3
Breakable Full Fence2415962.5%-5.7
Full Fence2216672.7%+1.1
Rectangle2015575.0%+6.4
Single Wall20101050.0%-22.5
Half Fence159660.0%-7.0
Octagon1513286.7%+18.9
Full Fence and Open1210283.3%+14.2

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
Walls12466.1%68.0%-1.9
No walls8068.8%65.4%+3.3

Walls against open: -5.2 points (95% range -20.6 to +10.3), p 0.512 — 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

SakuRa (Rank 25)2026/10/1832166.7%
ASSERT(m_pThink); (Rank 21)2026/10/1843175.0%
dan-d-oya-g (Rank 21)2026/10/1854180.0%
OFKOK! (Rank 23)2026/10/1853260.0%
otonta2ka (Rank 22)2026/10/18440100.0%
snaggy-miner78 (Rank 21)2026/10/1898188.9%
あのくん (Rank 25)2026/10/1831233.3%
kuo9960 (Rank 26)2026/10/0972528.6%
GWO (Rank 24)2026/10/09440100.0%
かっつん(52) (Rank 21)2026/10/09660100.0%
Akama-HALO (Rank 30)2026/09/1531233.3%
REDdog.狂犬 (Rank 29)2026/09/1531233.3%
失礼!スマッシュ☆彡 (Rank 26)2026/09/1532166.7%
Shurkn-_-pap03 (Rank 26)2026/09/1554180.0%
thatamaru (Rank 21)2026/09/15770100.0%
isotopic_tundra5 (Rank 21)2026/09/15880100.0%
wilow17 (Rank 24)2026/09/15440100.0%
kancyan4649 (Rank 17)2026/09/14440100.0%
エリオ (Rank 11)2026/09/1442250.0%
PAI5963 (Rank 15)2026/09/1493633.3%
BrawnySalt73495 (Rank 7)2026/09/14550100.0%
PlumLamp1714285 (Rank 13)2026/09/1453260.0%
toranoko-no-9 (Rank 11)2026/09/1454180.0%
clear-success03 (Rank 9)2026/09/14330100.0%
SnowyLobster161 (Rank 17)2026/09/14440100.0%

Round openings

Shun

Career
113–46 · 71.1%
This season
140 matches · 68.6%
Peak rank
27

First hit in 42.2% of 559 rounds. Won 63.1% of the rounds they struck first, 56.7% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 48.6% of rounds, against 35.0% in their other rounds.
  • In round 4 or later: opens with “46PP Rensai Gakushu into 46PPP Rengeki Gakushu” in 12.1% of rounds, against 4.0% in their other rounds.
  • On no drinks: opens with “crouch dash back into 46P+K Dokuritsu Kanpai” in 9.7% of rounds, against 0.5% on other drink counts.

How is this tested?

Haisenchu1P8415.0%
backdash into offensive move356.2%
Rensai Gakushu46PP into Rengeki Gakushu46PPP346.1%
crouch dash back into Dokuritsu Kanpai46P+K325.7%
crouch dash back into Tenshin Souchushou6P+K264.6%
Haisenchu1P into Haisenchu Kaikakyaku1PK254.5%
Gyou'in Haishu3P244.3%
forward movement into RengekiPP193.4%
backdash into evade down81.4%
backdash into evade up81.4%
backdash into Chubu Soutenkyaku66K71.2%
backdash into Kasen Gyou'in6P+K+G71.2%
backdash into Kousoku Kouhi17P+K+G71.2%
backward movement into Kasen Zenbokushou6PP71.2%
forward movement into punchP71.2%

124 further openings account for the other 230 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Pai5–3 · 62%8–3 · 73%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?

Not counted here: Akira, Eileen. 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: 3 of 17 tests hold up