VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

ガルポ大統領vtuber

  • Akira
  • Goh
  • Jacky
  • Jeffry
  • Wolf
Career matches3,668
Career win rate52.3%
Round win rate51.2%
Peak rank33
Distinct opponents133
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1508 #1,953 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

Shun332,1201,1111,00952.4%
Wolf2757031525555.3%
Akira2726713413350.2%
Sarah—23211112147.8%
Goh26135637246.7%
Aoi—119704958.8%
Pai—112535947.3%
Jacky2699514851.5%
Jeffry26149564.3%

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

804 of 1,103 rounds counted

6.1 inputs a second (365 a minute) this season. Faster than 20% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.1364480
Shun6.639422
Goh6.5387156
Jacky5.734194
Jeffry5.633426
Wolf5.834726

By opponent's character

Aoi6.639769
Wolf6.0357109
Jacky6.2370107
Brad5.834892
Pai6.035841
Sarah6.035753
Goh5.935324
Lau6.136960
Akira6.237522
Lion6.136452
Shun6.338129
Kage6.136419
Jean6.338025
Jeffry6.438216
Lei Fei6.337630
El Blaze5.834529
Vanessa5.53297
Dural5.935515
Taka5.73395

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

Aoi31151648.4%-2.6
Wolf31191261.3%+8.6
Jacky27131448.1%-3.4
Brad2571828.0%-17.2
Pai1991047.4%-2.1
Sarah1914573.7%+18.4
Goh1871138.9%-9.1
Lau1610662.5%+10.4
Akira148657.1%-0.3
Lion1410471.4%+23.4
Shun125741.7%-12.6
Kage103730.0%-23.2
Jean95455.6%+8.2
Jeffry95455.6%+0.7
Lei Fei95455.6%+1.6
El Blaze82625.0%-9.5
Vanessa42250.0%+5.3
Dural32166.7%+30.1
Taka1010.0%-50.8

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

Full Fence36221461.1%+8.9
Low Fence34151944.1%-6.4
Single Wall30191163.3%+8.7
Breakable Half Fence29131644.8%-3.2
Octagon29121741.4%-9.5
Open26141253.9%+5.6
Half Fence2461825.0%-26.0
Breakable Full Fence21111052.4%+4.9
Full Fence and Open1910952.6%+8.2
Rectangle1814477.8%+21.4

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
Walls15749.7%50.7%-1.1
No walls9053.3%51.4%+1.9

Walls against open: -3.0 points (95% range -16.0 to +10.1), p 0.655 — 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

yuccin (Rank 26)2026/07/2571614.3%
鳩男 (Rank 29)2026/07/2531233.3%
orz (Rank 28)2026/07/254040.0%
失礼!スマッシュ☆彡 (Rank 26)2026/07/2531233.3%
marble-w03 (Rank 27)2026/07/0432166.7%
Koutei (Rank 29)2026/06/2732166.7%
nihikibito (Rank 23)2026/06/2796366.7%
crazy7infinty (Rank 28)2026/06/2732166.7%
サーちゃん (Rank 23)2026/05/31440100.0%
satola_jpn (Rank 23)2026/05/3164266.7%
misoazy (Rank 30)2026/05/3131233.3%
Y-F8 (Rank 24)2026/05/3131233.3%
shieldofAIGIS (Rank 27)2026/05/3131233.3%
ごめす (Rank 22)2026/05/3032166.7%
Hi-VisionZERO (Rank 27)2026/05/3072528.6%
hexa-RAh (Rank 25)2026/05/2731233.3%
2month (Rank 24)2026/05/2032166.7%
たかティン (Rank 21)2026/05/1954180.0%
じょーかー (Rank 23)2026/05/1832166.7%
kuro__pomeranian (Rank 26)2026/05/1682625.0%
AS (Rank 30)2026/04/3041325.0%
banpal/バンパル (Rank 35)2026/04/163030.0%
たあぼさん (Rank 33)2026/04/1684450.0%
inoshikatyo1007 (Rank 31)2026/04/0943175.0%
fly_taster22 (Rank 32)2026/04/0243175.0%

Round openings

Every character

backdash into evade down777.1%
backdash into throw escape726.7%
backdash into Jouho Senshou46P676.2%
Souka Housui3P+K595.5%
Rimon Chouchu66P into Jouho Touken6P444.1%
backdash into guardG413.8%
forward dash into Jouho Touken6P413.8%
throw escape363.3%
Tenshin Souchushou6P+K312.9%
throwP+G262.4%
backdash222.0%
backdash into Kasen Gyou'in6P+K+G211.9%
forward dash into Rimon Chouchu66P191.8%
backdash into Spin Heel Sword4K+G171.6%
forward dash into throwP+G171.6%

223 further openings account for the other 490 rounds.

Akira

Career
134–133 · 50.2%
This season
137 matches · 51.1%
Peak rank
27

First hit in 49.8% of 548 rounds. Won 52.8% of the rounds they struck first, 50.9% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 34.3% of rounds, against 11.6% in their other rounds.
  • In round 1: opens with “forward dash into 6P Jouho Touken” in 17.5% of rounds, against 4.1% in their other rounds.

How is this tested?

backdash into Jouho Senshou46P6712.2%
Souka Housui3P+K5910.7%
Rimon Chouchu66P into Jouho Touken6P448.0%
forward dash into Jouho Touken6P417.5%
backdash into throw escape366.5%
throw escape274.9%
backdash into evade down254.5%
backdash into guardG193.5%
forward dash into Rimon Chouchu66P193.5%
backdash152.7%
Fujinkyaku2K+G into Chutenshou2K+GP101.8%
backdash into Jouho Touken6P101.8%
forward dash into throwP+G101.8%
Chouyoushu1P71.3%
crouch dash forward into Souka Housui3P+K71.3%

84 further openings account for the other 154 rounds.

Shun

Career
1,111–1,009 · 52.4%
This season
65 matches · 53.9%
Peak rank
33

First hit in 42.1% of 252 rounds. Won 53.8% of the rounds they struck first, 51.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down3614.2%
Tenshin Souchushou6P+K3112.2%
backdash into Kasen Gyou'in6P+K+G218.3%
Gyou'in Haishu3P114.3%
crouch into Fukuchougeki2P83.1%
backdash into Tenshin Benshu4P+K72.8%
crouch dash back into Kasen Zenbokushou6PP72.8%
Tenshin Haishu4P62.4%
crouch into Haisenchu1P62.4%
Honshin Rensenkyaku4K+G41.6%
crouch dash back into Kasen Chugeki6P41.6%
evade down into Kasen Chugeki6P41.6%
evade down into Kasen Zenbokushou6PP41.6%
offensive move into Gyou'inshuP+K+G41.6%
up-forward kick9K into Gyou'inshuP+K+G41.6%

65 further openings account for the other 97 rounds.

Goh

Career
63–72 · 46.7%
This season
40 matches · 37.5%
Peak rank
26

First hit in 46.5% of 155 rounds. Won 43.1% of the rounds they struck first, 44.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into throw escape1912.2%
throwP+G1710.9%
backdash into evade down149.0%
backdash into guardG127.7%
punchP into Tsurane ShoudaPP74.5%
backdash into Soukyu46P63.9%
Garyu66K53.2%
Hiji'ate6P53.2%
backdash into Garyu66K53.2%
forward dash into throwP+G53.2%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G42.6%
Kurogane Kudaki66P42.6%
backdash into Karura4P+K42.6%
Garyu66K into Tsukikage6K31.9%
crouch into Sune'uchi2P31.9%

33 further openings account for the other 43 rounds.

Jacky

Career
51–48 · 51.5%
This season
24 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Spin Heel Sword4K+G1718.1%
backdash into throw escape1414.9%
backdash into guardG66.4%
throw escape44.3%
Dash Hammer Kick66K into High Angle Upper Kick6K33.2%
forward dash into High Angle Upper Kick6K33.2%
Beat KnuckleP+K into Beat & Back KnuckleP+KP22.1%
Dash Hammer Kick66K into kickK22.1%
Head Hook Kick3K+G22.1%
Middle Smash6P into Middle Smash Back Knuckle6PP22.1%
Middle Smash6P into Middle Smash Sword6PK22.1%
backdash22.1%
backdash into Beat KnuckleP+K22.1%
forward dash into Dash Hammer Kick66K22.1%
forward dash into throwP+G22.1%

29 further openings account for the other 29 rounds.

Wolf

Career
315–255 · 55.3%
This season
6 matches · 66.7%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Elbow Butt4P726.9%
throwP+G415.4%
Arrow Knuckle3P into forward movement27.7%
backdash27.7%
backward movement into throwP+G27.7%
evade up into throwP+G27.7%
forward movement into Elbow Butt4P27.7%
backdash into evade down13.9%
backdash into guardG13.9%
backdash into throw escape13.9%
forward dash into Quick Shoulder66P+K13.9%
throw escape13.9%

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 (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

  • Akira: 2 of 15 tests hold up
  • Shun: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Wolf: not tested (too few rounds)