VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Shun

BudEkins_may

  • Wolf
  • Pai
  • Eileen
  • Aoi
  • Akira
Career matches8,176
Career win rate49.2%
Round win rate46.9%
Peak rank34
Distinct opponents253
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1569 #1,547 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

Shun347,3553,6463,70949.6%
Pai2542420322147.9%
Wolf2529813915946.6%
Eileen2473274637.0%
Aoi251621412.5%
Akira25102820.0%

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

2,695 of 3,386 rounds counted

7.0 inputs a second (423 a minute) this season. Faster than 47% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.04232,514
Wolf7.042088
Pai7.142564
Eileen6.639925
Akira7.84684

By opponent's character

Akira7.0422445
Jacky7.0417297
Wolf7.3436276
Jeffry6.9415155
Shun7.4442137
Goh6.9417161
El Blaze6.9412140
Jean7.0420150
Aoi7.0421163
Lion7.0418125
Sarah7.2433100
Dural7.3437103
Lau7.344079
Vanessa7.243293
Brad6.941381
Kage6.840754
Lei Fei6.740130
Taka6.941258
Pai7.042238
Eileen7.243010

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

Akira125616448.8%+2.3
Jacky89444549.4%+3.1
Wolf88444450.0%+4.4
Jeffry59293049.1%+2.3
Shun56253144.6%-1.5
Goh52341865.4%+13.8
El Blaze45192642.2%-2.1
Jean44202445.5%-1.2
Aoi43182541.9%-3.7
Lion37181948.6%+6.7
Sarah36132336.1%-12.8
Dural32161650.0%+6.1
Lau31121938.7%-2.3
Vanessa26121446.1%-8.8
Brad2461825.0%-22.0
Kage1991047.4%-0.3
Lei Fei1661037.5%-10.1
Taka1551033.3%-9.1
Pai146842.9%-12.5
Eileen32166.7%+5.7

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Octagon126517540.5%-7.9
Full Fence104535151.0%+2.2
Open102426041.2%-5.9
Low Fence86414547.7%+1.2
Single Wall84374744.0%-2.0
Breakable Full Fence78502864.1%+19.5
Rectangle78354344.9%-1.9
Half Fence67234434.3%-13.8
Breakable Half Fence62313150.0%+4.0
Full Fence and Open34181652.9%+10.8

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls51547.2%47.2%-0.0
No walls27244.1%46.3%-2.2

Walls against open: +2.1 points (95% range -5.2 to +9.4), p 0.568 — 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

太鼓の別人@稲刈準備中 (Rank 32)2026/09/30147750.0%
hikabun (Rank 36)2026/09/3096366.7%
delicioso (Rank 33)2026/09/2683537.5%
へっぽこラウ (Rank 35)2026/09/1783537.5%
ヘニオ (Rank 33)2026/09/13179852.9%
무파ZeroBlue (Rank 33)2026/09/1227111640.7%
マクシミリアン15世 (Rank 33)2026/09/09128466.7%
MaBoy (Rank 34)2026/09/081712570.6%
お~ちゃん (Rank 34)2026/09/0771614.3%
Light (Rank 30)2026/09/07127558.3%
JKSTW(SEGAWORLD大亞店) (Rank 34)2026/09/041541126.7%
orz (Rank 30)2026/09/04149564.3%
be-shedded (Rank 26)2026/09/0271614.3%
南部の釣れないルアー (Rank 33)2026/08/29106460.0%
NORESPECT (Rank 29)2026/08/2995455.6%
fwnd1396 (Rank 35)2026/08/2986275.0%
黒シャツ (Rank 32)2026/08/2893633.3%
LEO (Rank 33)2026/08/0282625.0%
ちょいそる (Rank 33)2026/07/28135838.5%
改悪 (Rank 29)2026/07/2295455.6%
nasumiso (Rank 21)2026/07/1875271.4%
MikuMartineau (Rank 33)2026/06/0974357.1%
発生26F打撃投げ (Rank 33)2026/06/0983537.5%
ぬっき~@ ☆狼☆ (Rank 33)2026/06/04102820.0%
abarezi (Rank 33)2026/05/11136746.1%

Round openings

Every character

forward dash into forward movement1604.7%
Gyou'in Haishu3P into Tenshin Benshu4P+K1454.3%
backward movement into Gekizan Senchu3P+K1374.1%
forward dash into guardG1153.4%
Gyou'in Haishu3P1143.4%
Chubu Soutenkyaku66K into Sokutan Senshu6K812.4%
backdash into Tenshin Haishu4P782.3%
backdash into guardG661.9%
Haisenchu1P into Haisenchu Kaikakyaku1PK581.7%
crouch into Gyou'in Haishu3P541.6%
backward movement into Kasen Zenbokushou6PP481.4%
Kasen Chugeki6P into Kasen Zenbokushou6PP441.3%
crouch dash back into Gyou'in Haishu3P441.3%
backdash into Getsuga Gakushu46P431.3%
guardG421.2%

478 further openings account for the other 2,147 rounds.

Counted from 851 of the 854 matches played. The rest were not pulled for openings.

Shun

Career
3,646–3,709 · 49.6%
This season
799 matches · 46.1%
Peak rank
34

First hit in 47.4% of 3,149 rounds. Won 49.4% of the rounds they struck first, 43.7% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 32.1% of rounds, against 18.1% in their other rounds.
  • Against Aoi: waits first in 18.7% of rounds, against 8.9% against everyone else.
  • On Full Fence stages: waits first in 14.9% of rounds, against 8.5% on the other stages.
  • After opening the round before by moving in: moves in first in 24.0% of rounds, against 16.3% after anything else.
  • After winning a round: waits first in 10.9% of rounds, against 7.5% after losing one.
  • When behind: backs off first in 37.4% of rounds, against 32.5% when ahead or level.
  • On 10–14 drinks: moves in first in 25.1% of rounds, against 17.2% on other drink counts.
  • In round 4 or later: opens with “backward movement into 3P+K Gekizan Senchu” in 8.6% of rounds, against 3.0% in their other rounds.
  • Against Lei Fei: opens with “forward dash into forward movement” in 17.8% of rounds, against 4.6% against everyone else.
  • After opening the round before with “3P Gyou'in Haishu”: opens with “backward movement into 3P+K Gekizan Senchu” in 14.9% of rounds, against 5.3% after anything else.
  • After winning a round: opens with “backward movement into 3P+K Gekizan Senchu” in 8.4% of rounds, against 3.2% after losing one.
  • When ahead: opens with “backward movement into 3P+K Gekizan Senchu” in 8.2% of rounds, against 3.6% when level or behind.
  • On 20+ drinks: opens with “forward dash into forward movement” in 9.7% of rounds, against 4.3% on other drink counts.

How is this tested?

forward dash into forward movement1504.8%
Gyou'in Haishu3P into Tenshin Benshu4P+K1454.6%
backward movement into Gekizan Senchu3P+K1374.3%
Gyou'in Haishu3P1143.6%
forward dash into guardG1063.4%
Chubu Soutenkyaku66K into Sokutan Senshu6K812.6%
backdash into Tenshin Haishu4P782.5%
backdash into guardG601.9%
Haisenchu1P into Haisenchu Kaikakyaku1PK581.8%
crouch into Gyou'in Haishu3P541.7%
backward movement into Kasen Zenbokushou6PP481.5%
Kasen Chugeki6P into Kasen Zenbokushou6PP441.4%
crouch dash back into Gyou'in Haishu3P441.4%
backdash into Getsuga Gakushu46P431.4%
guardG401.3%

371 further openings account for the other 1,955 rounds.

Counted from 798 of the 799 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira33–37 · 47%18–16 · 53%-7.5
Wolf26–27 · 49%15–15 · 50%-2.9
Jacky29–24 · 55%6–12 · 33%too few to test
Jeffry17–19 · 47%5–8 · 38%too few to test
Shun13–15 · 46%9–13 · 41%too few to test
El Blaze12–18 · 40%6–7 · 46%too few to test
Jean15–14 · 52%5–9 · 36%too few to test
Aoi13–16 · 45%5–8 · 38%too few to test
Goh11–10 · 52%10–5 · 67%too few to test
Sarah5–12 · 29%6–11 · 35%too few to test
Dural14–10 · 58%2–6 · 25%too few to test
Lau4–10 · 29%5–6 · 45%too few to test
Lion4–8 · 33%8–7 · 53%too few to test
Brad3–8 · 27%3–10 · 23%too few to test
Vanessa7–10 · 41%2–2 · 50%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

1 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?

Wolf

Career
139–159 · 46.6%
This season
25 matches · 56.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into Elbow Butt4P66.4%
forward dash into forward movement66.4%
backdash into Short Shoulder46P+K55.3%
forward movement into Elbow Butt4P44.3%
Knee Lift6K33.2%
backdash into Heavy Middle Kick3K+G33.2%
backdash into One-Hand Reverse Hammer4P+K33.2%
forward dash into guardG33.2%
Heavy Toe Kick4K+G into Toe Kick Side4K+GK22.1%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K22.1%
Tomahawk Chop9P into throwP+G22.1%
backdash into Elbow Butt4P22.1%
backdash into Tomahawk Chop9P22.1%
backdash into evade up22.1%
backdash into throwP+G22.1%

43 further openings account for the other 47 rounds.

Counted from 24 of the 25 matches played. The rest were not pulled for openings.

Pai

Career
203–221 · 47.9%
This season
21 matches · 52.4%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into Chouho Soukasui66P+K56.0%
backdash into guardG44.8%
crouch dash forward into Souanshou3P+K44.8%
forward dash into forward movement44.8%
backdash into Ensei Soushouheki4P33.6%
backdash into Kochoukyaku4K+G33.6%
backdash into Tenshin Oushoushou46P+K33.6%
crouch into Souanshou3P+K33.6%
forward dash into guardG33.6%
punchP into kickK33.6%
Souka Rensui3PP into Souka Raigekishou3PPP22.4%
backdash into Honrakukyaku46K+G22.4%
backdash into evade up22.4%
backdash into throwP+G22.4%
forward dash into Souanshou3P+K22.4%

39 further openings account for the other 39 rounds.

Counted from 20 of the 21 matches played. The rest were not pulled for openings.

Eileen

Career
27–46 · 37.0%
This season
5 matches · 80.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into Matsumensou4P+K312.0%
Douchu6P into Jouho Chu'un6PP28.0%
Enkou Nyudou214P+K into Enkou ShutsudouP14.0%
Enkou Tekitou1P+K into punchP14.0%
Goku Senshin (Deflect)4P+K+G into punchP14.0%
Jinraishou6P+K into Sayu Gekishou6P+KP14.0%
Kousokuhon7K+G14.0%
Kousokuhon7K+G into forward dash14.0%
Sayu Gekishou6P+KP into Jinrai Santen6P+KPP14.0%
Soumensou4P into Juji Kimensou4PP14.0%
Tenshin Rinheki1P into Rinheki Hairen1PK14.0%
backdash into Kesshi Hanbi46K+G14.0%
backdash into Soumensou4P14.0%
backdash into Taisei Soudou46P+K14.0%
backdash into forward dash14.0%

7 further openings account for the other 7 rounds.

Aoi

Career
2–14 · 12.5%
This season
3 matches · 66.7%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into guardG325.0%
crouch dash forward into Koromoguruma66P216.7%
Sanseigan66P+K into Ouka66P+KP18.3%
Tenchi In'youP+K+G18.3%
crouch dash back into Chudan Hiji'ate6P18.3%
crouch dash forward into evade down18.3%
forward dash into Ouka66P+KP18.3%
forward dash into Sanseigan66P+K18.3%
punchP into NirentotsuPP18.3%

Akira

Career
2–8 · 20.0%
This season
1 matches · 0.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jouho Touken6P into Tsutenhou (Deflect)4P+K+G125.0%
backdash into Hekishou43P125.0%
backdash into Koboku214P125.0%
evade down into Koboku214P125.0%

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 (19 here; about 1.0 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

  • Shun: 13 of 19 tests hold up
  • Wolf: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Eileen: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Akira: not tested (too few rounds)