VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

spacex_falcon_heavy

  • Brad
  • Taka
  • Jeffry
Career matches5,889
Career win rate58.2%
Round win rate52.4%
Peak rank43
Distinct opponents349
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1886 #164 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

Shun432,8131,6861,12759.9%
Brad422,7871,5331,25455.0%
Taka372431826174.9%
Jeffry3340192147.5%
Wolf—65183.3%

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

3,410 of 6,029 rounds counted

7.2 inputs a second (431 a minute) this season. Faster than 51% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad7.24302,546
Shun7.3441786
Jeffry6.538778

By opponent's character

Akira7.3437421
Jacky7.2430330
Lau7.2430372
Kage7.3437279
Brad6.8410280
Vanessa7.4443114
Lion7.4442185
Aoi7.0422200
Goh7.1425180
Shun7.5447160
Lei Fei6.841182
Jeffry7.1426107
El Blaze7.2432104
Sarah7.3437144
Eileen6.8411117
Pai7.544791
Wolf7.4446132
Jean6.941318
Taka7.142678
Dural7.947316

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

Akira177987955.4%-1.3
Jacky153856855.6%-0.0
Lau151638841.7%-13.3
Kage136785857.4%+3.6
Brad115664957.4%+1.2
Vanessa87493856.3%-1.8
Lion83513261.5%+8.2
Aoi73363749.3%-8.3
Goh73363749.3%-1.9
Shun72482466.7%+7.8
Lei Fei58401869.0%+15.0
Jeffry56282850.0%-11.7
El Blaze51302158.8%-1.9
Sarah51321962.8%+8.1
Eileen47291861.7%+2.7
Pai38261268.4%+5.4
Wolf37231462.2%+9.3
Jean28141450.0%-0.2
Taka27141351.9%-5.5
Dural43175.0%+25.2

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Low Fence177987955.4%+2.0
Rectangle175958054.3%-3.6
Single Wall150807053.3%-3.8
Octagon149896059.7%+4.7
Breakable Full Fence147895860.5%+4.2
Open147826555.8%+1.3
Breakable Half Fence142776554.2%+0.1
Half Fence139697049.6%-7.0
Full Fence121734860.3%+1.8
Full Fence and Open105594656.2%-0.7

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
Walls87356.4%56.4%-0.1
No walls47454.9%54.9%-0.1

Walls against open: +0.0 points (95% range -5.5 to +5.6), p 0.999 — 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

jinmenusagi (Rank 42)2026/10/1834142041.2%
ス~パ~オヤツマ~ン (Rank 42)2026/10/182517868.0%
manatsu_7 (Rank 43)2026/10/1742123028.6%
ctraum (Rank 39)2026/10/15127558.3%
おそろしく早いビート (Rank 40)2026/10/11114736.4%
shenron0321 (Rank 42)2026/10/1124121250.0%
k-wofs (Rank 41)2026/10/11169756.2%
藪からBOY (Rank 43)2026/09/0228151353.6%
愛蒔らぶり (Rank 42)2026/09/021981142.1%
NEWTYPE (Rank 38)2026/08/31129375.0%
マハリータまるこ (Rank 40)2026/08/301710758.8%
ひらがなであおき (Rank 41)2026/08/251911857.9%
こば次狼/covajiro (Rank 44)2026/08/251551033.3%
지금바다가면죽습니다. (Rank 39)2026/08/042420483.3%
ちび太★らふぁ~る (Rank 41)2026/07/24138561.5%
ひかる (Rank 41)2026/07/171441028.6%
gucchi_1222 (Rank 43)2026/07/102281436.4%
シエロJ (Rank 41)2026/07/031971236.8%
こんにちわアキラ (Rank 42)2026/06/241521313.3%
Aki (Rank 38)2026/06/14147750.0%
paudar1026 (Rank 40)2026/06/14149564.3%
P式截拳道こくとう (Rank 42)2026/06/07147750.0%
fukuchan_tenjin (Rank 40)2026/06/06129375.0%
ラーメソマソ (Rank 38)2026/04/20117463.6%
グリやん☆ (Rank 42)2026/04/20147750.0%

Round openings

Every character

backdash into guardG3295.6%
punchP2704.6%
forward movement into punchP1542.6%
backdash into Stop Kick4K1382.3%
backdash into Kasen Gyou'in6P+K+G1362.3%
Middle Spin Kick66K into Ten Kao6K1312.2%
backdash into offensive move1242.1%
Gyou'in Haishu3P1141.9%
evade up into forward dash1131.9%
evade down into forward dash1091.9%
forward movement into evade up1051.8%
guardG981.7%
crouch into Fukuchougeki2P961.6%
crouch into Sit Jab2P941.6%
Honshin Rensenkyaku4K+G871.5%

672 further openings account for the other 3,801 rounds.

Counted from 1,470 of the 1,517 matches played. The rest were not pulled for openings.

Brad

Career
1,533–1,254 · 55.0%
This season
951 matches · 55.4%
Peak rank
42

First hit in 47.1% of 3,578 rounds. Won 55.8% of the rounds they struck first, 49.2% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 11.2% of rounds, against 8.2% in their other rounds.
  • Against Shun: moves in first in 56.1% of rounds, against 19.9% against everyone else.
  • On Single Wall stages: backs off first in 46.7% of rounds, against 30.5% on the other stages.
  • After opening the round before by backing off: backs off first in 47.7% of rounds, against 27.7% after anything else.
  • After winning a round: attacks straight away in 28.9% of rounds, against 22.7% after losing one.
  • In round 3: opens with “backdash into 4K Stop Kick” in 5.7% of rounds, against 3.1% in their other rounds.
  • Against Brad: opens with “P punch” in 18.1% of rounds, against 4.8% against everyone else.
  • On Single Wall stages: opens with “backdash into G guard” in 15.2% of rounds, against 6.8% on the other stages.
  • After opening the round before with “backdash into G guard”: opens with “backdash into G guard” in 16.6% of rounds, against 8.0% after anything else.
  • When ahead: opens with “66K Middle Spin Kick into 6K Ten Kao” in 4.9% of rounds, against 2.5% when level or behind.

How is this tested?

backdash into guardG2877.8%
punchP2206.0%
backdash into Stop Kick4K1383.8%
Middle Spin Kick66K into Ten Kao6K1313.6%
forward movement into punchP1213.3%
evade down into forward dash952.6%
crouch into Sit Jab2P942.6%
evade up into forward dash902.5%
forward movement into evade up802.2%
guardG691.9%
Sit Jab2P631.7%
punchP into Jab StraightPP561.5%
punchP into forward movement541.5%
backdash into backward movement531.4%
no input531.4%

368 further openings account for the other 2,074 rounds.

Counted from 913 of the 951 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira28–25 · 53%17–26 · 40%+8.5
Lau28–31 · 47%10–13 · 43%too few to test
Brad29–26 · 53%15–12 · 56%too few to test
Jacky28–24 · 54%12–5 · 71%too few to test
Kage25–13 · 66%11–6 · 65%too few to test
Lion18–10 · 64%11–9 · 55%too few to test
Goh15–13 · 54%4–7 · 36%too few to test
Aoi18–13 · 58%4–9 · 31%too few to test
Shun14–5 · 74%8–6 · 57%too few to test
El Blaze11–7 · 61%8–8 · 50%too few to test
Vanessa15–10 · 60%6–6 · 50%too few to test
Lei Fei9–9 · 50%12–3 · 80%too few to test
Jeffry6–8 · 43%9–6 · 60%too few to test
Eileen13–1 · 93%6–7 · 46%too few to test
Sarah12–7 · 63%6–3 · 67%too few to test
Wolf7–4 · 64%6–6 · 50%too few to test
Pai7–1 · 88%7–4 · 64%too few to test
Taka5–6 · 45%1–5 · 17%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.

38 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?

Shun

Career
1,686–1,127 · 59.9%
This season
491 matches · 56.4%
Peak rank
43

First hit in 47.2% of 1,906 rounds. Won 53.4% of the rounds they struck first, 50.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 23.0% of rounds, against 9.4% in their other rounds.
  • Against Shun: moves in first in 36.0% of rounds, against 13.0% against everyone else.
  • After opening the round before by backing off: backs off first in 45.2% of rounds, against 33.5% after anything else.
  • After winning a round: attacks straight away in 43.7% of rounds, against 24.6% after losing one.
  • When ahead: attacks straight away in 44.0% of rounds, against 26.4% when level or behind.
  • On 1–4 drinks: waits first in 21.0% of rounds, against 8.6% on other drink counts.
  • In round 4 or later: opens with “3P Gyou'in Haishu” in 13.6% of rounds, against 3.5% in their other rounds.
  • Against Akira: opens with “4K+G Honshin Rensenkyaku” in 11.0% of rounds, against 3.9% against everyone else.
  • After opening the round before with “backdash into offensive move”: opens with “backdash into offensive move” in 16.5% of rounds, against 6.9% after anything else.
  • After the opponent opened the round before with “backdash into evade up”: opens with “crouch into 2P Fukuchougeki” in 9.2% of rounds, against 3.0% after anything else.
  • After winning a round: opens with “4K+G Honshin Rensenkyaku” in 9.3% of rounds, against 1.5% after losing one.
  • When ahead: opens with “4K+G Honshin Rensenkyaku” in 11.3% of rounds, against 3.1% when level or behind.
  • On 15–19 drinks: opens with “4K+G Honshin Rensenkyaku” in 16.4% of rounds, against 4.5% on other drink counts.

How is this tested?

backdash into Kasen Gyou'in6P+K+G1367.1%
backdash into offensive move1206.3%
Gyou'in Haishu3P1146.0%
crouch into Fukuchougeki2P965.0%
Honshin Rensenkyaku4K+G874.5%
crouch into Haisenchu1P542.8%
Getsuga Gakushu46P into Getsuga Gyou'in46PP+K512.7%
punchP442.3%
backdash into Dokuritsu Kanpai46P+K422.2%
forward dash into throwP+G422.2%
backdash into guardG281.5%
Haisenchu1P271.4%
backdash into Kousoku Kouhi17P+K+G261.4%
forward dash into evade up251.3%
backdash into throwP+G231.2%

278 further openings account for the other 1,001 rounds.

Counted from 482 of the 491 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
Kage19–23 · 45%11–10 · 52%too few to test
Jacky25–22 · 53%7–11 · 39%too few to test
Akira13–7 · 65%15–6 · 71%too few to test
Lau8–17 · 32%3–6 · 33%too few to test
Vanessa9–10 · 47%7–4 · 64%too few to test
Brad8–6 · 57%1–2 · 33%too few to test
Shun8–2 · 80%8–5 · 62%too few to test
Goh1–8 · 11%8–5 · 62%too few to test
Lion10–2 · 83%4–2 · 67%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.

9 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?

Taka

Career
182–61 · 74.9%
This season
54 matches · 66.7%
Peak rank
37

First hit in 44.2% of 206 rounds. Won 58.2% of the rounds they struck first, 59.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Dohyouwari43P198.8%
backdash into evade down167.4%
backdash into Kachi'age33P+K115.1%
backdash into evade up104.7%
backdash into Enmamidashi41236P+K94.2%
forward movement into punchP94.2%
Hiji'ate6P83.7%
backdash into guardG83.7%
kickK83.7%
punchP into Tsuppari 2PP83.7%
backdash into throwP+G73.3%
forward movement into throwP+G73.3%
guardG52.3%
backdash into Agyou4P+K+G41.9%
crouch into Shita Harite2P41.9%

61 further openings account for the other 82 rounds.

Jeffry

Career
19–21 · 47.5%
This season
21 matches · 42.9%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG66.7%
crouch into Low Knuckle2P66.7%
backdash into Megaton Knuckle43P+K55.6%
backdash into Scoop Kick4K+G33.3%
backdash into evade down33.3%
backdash into evade up33.3%
crouch into down-back kick1K33.3%
evade down into forward dash33.3%
guardG33.3%
punchP33.3%
backdash into backward movement22.2%
evade down into Megaton Knuckle43P+K22.2%
forward dash into Knee Attack6K22.2%
forward movement into Double KnucklePP22.2%
forward movement into Heavy Back Knuckle4P22.2%

41 further openings account for the other 42 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 (35 here; about 1.8 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

  • Brad: 10 of 17 tests hold up
  • Shun: 13 of 18 tests hold up
  • Taka: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)