VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Shun

mamaluigi145

  • Taka
  • Dural
Career matches1,490
Career win rate45.6%
Round win rate51.4%
Peak rank27
Distinct opponents59
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1491 #2,083 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

Shun2777338139249.3%
Taka2565625939739.5%
Dural2461392263.9%

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

1,151 of 1,151 rounds counted

5.8 inputs a second (346 a minute) this season. Faster than 13% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun5.8351612
Taka5.7342277
Dural5.7339262

By opponent's character

Sarah5.6334170
Jeffry5.5333146
Akira5.8351102
Aoi6.136888
Vanessa5.834791
Lei Fei5.835173
Eileen5.935456
Jacky5.935262
Pai6.136463
Shun6.136560
Taka5.331863
Brad5.834747
Goh5.633842
Lau5.533043
Lion6.136637
El Blaze5.63348

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

Sarah43133030.2%-20.3
Jeffry37152240.5%-11.2
Akira26161061.5%+8.6
Aoi2215768.2%+12.1
Vanessa2218481.8%+18.5
Lei Fei1881044.4%-8.2
Eileen1512380.0%+11.5
Jacky1513286.7%+23.2
Pai157846.7%-5.3
Shun159660.0%+10.2
Taka1410471.4%+8.8
Brad137653.9%-6.4
Goh106460.0%+0.3
Lau105550.0%-6.2
Lion94544.4%-12.4
El Blaze2020.0%-11.9

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 Full Fence46252154.4%+2.9
Low Fence39231659.0%+1.8
Octagon35201557.1%+2.8
Full Fence2617965.4%+9.2
Half Fence26111542.3%-7.2
Single Wall26121446.1%-11.3
Open2416866.7%+10.1
Rectangle2112957.1%+7.1
Full Fence and Open1810855.6%-8.0
Breakable Half Fence135838.5%-24.5

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
Walls16753.9%53.4%+0.5
No walls8957.3%57.1%+0.2

Walls against open: +0.3 points (95% range -12.8 to +13.4), p 0.964 — 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

#Dr.Hugbox™ (Rank 25)2026/08/0295455.6%
BearPrincess420 (Rank 21)2026/08/02880100.0%
Nohara (Rank 23)2026/08/0252340.0%
sideswipe75x (Rank 25)2026/08/0252340.0%
󠀡󠀡 (Rank 23)2026/08/0284450.0%
CreakyAxe386 (Rank 27)2026/08/02114736.4%
RaspyCannibal (Rank 23)2026/08/02169756.2%
TayoTayoTaka (Rank 24)2026/07/2163350.0%
seedash (Rank 28)2026/07/2191811.1%
Blargh (Rank 29)2026/07/211331023.1%
OG_Gmr85 (Rank 28)2026/07/2182625.0%
Kaashif (Rank 24)2026/07/2153260.0%
A.o.G (Rank 23)2026/07/2154180.0%
STOPMOTION (Rank 26)2026/07/2154180.0%
llnylohkll (Rank 22)2026/07/2064266.7%
Sonnnnnnnnnn-1 (Rank 20)2026/07/20880100.0%
B34TD0WN (Rank 24)2026/07/2083537.5%
DDRMONKEY (Rank 26)2026/07/2051420.0%
NAPPYPROPHET (Rank 24)2026/07/2053260.0%
xawesomeness2 (Rank 19)2026/07/20880100.0%
BillionMusic999 (Rank 25)2026/07/2062433.3%
GunShocka (Rank 24)2026/07/1986275.0%
OmegaBankai (Rank 28)2026/07/19115645.5%
Angelus619 (Rank 27)2026/07/1973442.9%
stinky (Rank 24)2026/07/19106460.0%

Round openings

Every character

offensive move746.4%
Rensai Gakushu46PP into Rengeki Gakushu46PPP433.7%
crouch into Gyousentai2K413.6%
Gyou'in Haishu3P363.1%
Haisenchu1P into Haisenchu Kaikakyaku1PK363.1%
Gyou'in Haishu3P into punchP343.0%
Gyou'in Haishu3P into Chougeki RigoutaiPK312.7%
Stop Kick4K into forward movement282.4%
Morotezuki66P into Morote Tsuppari66PP272.3%
Haisenchu1P262.2%
Kirikabu Kudaki1P+K232.0%
Kachi'age33P+K211.8%
Getsuga Gakushu46P into Rensai Gakushu46PP191.6%
Ao'oni Midaremage214P+K181.6%
Nakageri3K into Nagiharai3KP161.4%

229 further openings account for the other 680 rounds.

Shun

Career
381–392 · 49.3%
This season
153 matches · 47.7%
Peak rank
27

First hit in 55.5% of 607 rounds. Won 49.0% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: opens with “46PP Rensai Gakushu into 46PPP Rengeki Gakushu” in 11.6% of rounds, against 5.5% in their other rounds.
  • After losing a round: opens with “crouch into 2K Gyousentai” in 9.9% of rounds, against 2.8% after winning one.
  • When behind: opens with “3P Gyou'in Haishu” in 8.9% of rounds, against 1.4% when ahead or level.

How is this tested?

offensive move7311.9%
Rensai Gakushu46PP into Rengeki Gakushu46PPP437.0%
crouch into Gyousentai2K416.7%
Gyou'in Haishu3P365.9%
Haisenchu1P into Haisenchu Kaikakyaku1PK365.9%
Gyou'in Haishu3P into punchP345.6%
Gyou'in Haishu3P into Chougeki RigoutaiPK315.1%
Haisenchu1P264.2%
Getsuga Gakushu46P into Rensai Gakushu46PP193.1%
Chubu Soutenkyaku66K122.0%
Kousoku Kouhi17P+K+G into Kousoku Kouhi Soushu17P+K+GP+K122.0%
Gyou'in Haishu3P into forward dash111.8%
evade up into evade down101.6%
offensive move into evade down101.6%
Shinho Suikoushu43P+K into punchP91.5%

95 further openings account for the other 209 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Sarah5–10 · 33%5–13 · 28%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?

Taka

Career
259–397 · 39.5%
This season
71 matches · 63.4%
Peak rank
25

First hit in 48.7% of 275 rounds. Won 60.5% of the rounds they struck first, 52.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Morotezuki66P into Morote Tsuppari66PP279.7%
Kirikabu Kudaki1P+K238.2%
Kachi'age33P+K217.5%
Ao'oni Midaremage214P+K186.5%
Takatsumehashi3P+K103.6%
crouch into Tsuyubarai2P+K103.6%
Kumoyaburi4P+K into punchP93.2%
Chu Tsuppari6P+K into Chu Tsuppari 26P+KP72.5%
Hiji'ate6P72.5%
Tsuppari 2PP into Tsuppari 3PPP72.5%
backdash into evade down72.5%
Mawashi Harite44P62.1%
backdash into punchP62.1%
punchP into Tsuppari 2PP62.1%
Kumoyaburi4P+K into Ten'yaburi4P+KP51.8%

55 further openings account for the other 110 rounds.

Dural

Career
39–22 · 63.9%
This season
62 matches · 64.5%
Peak rank
24

First hit in 50.6% of 261 rounds. Won 62.1% of the rounds they struck first, 49.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Stop Kick4K into forward movement2810.7%
Nakageri3K into Nagiharai3KP166.1%
Spine Whip4P into Lumpini Combination4PK155.7%
Soukyu46P145.3%
crouch into Zensoutai2KK145.3%
Dash Hammer Kick66K114.2%
Nakageri3K into punchP103.8%
back kick+guard4K+G103.8%
backdash into back kick+guard4K+G93.4%
Dragon Smash Cannon1K83.0%
Slant Back Knuckle1P into High Spin Kick1PK83.0%
Rising Elbow6P72.7%
Rising Elbow6P into Double Joint Butt6PK72.7%
Side Kick Combination3KKK into Backer Shift Combination3KKKK51.9%
backdash into Stop Kick4K41.5%

65 further openings account for the other 96 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 (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
  • Taka: not tested (too few rounds)
  • Dural: not tested (too few rounds)