VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

ポンズ

  • Taka
  • Jeffry
Career matches756
Career win rate56.0%
Round win rate52.9%
Peak rank25
Distinct opponents57
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1334 #2,993 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

Shun2553029523555.7%
Jeffry23122665654.1%
Taka23104624259.6%

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

376 of 376 rounds counted

8.9 inputs a second (534 a minute) this season. Faster than 85% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun9.7581196
Taka8.0479154
Jeffry8.651326

By opponent's character

Kage8.953455
Jacky9.154743
Sarah8.551337
Akira8.148834
Lion8.852732
Vanessa8.953725
El Blaze9.556820
Goh9.255020
Pai9.758021
Wolf8.852618
Jeffry10.059915
Taka7.343614
Aoi8.95338
Jean9.65747
Shun9.25518
Brad9.85855
Dural10.46234
Eileen7.84684
Lau9.45635
Lei Fei5.93541

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

Kage134930.8%-28.6
Jacky107370.0%+8.6
Sarah97277.8%+30.5
Akira85362.5%+3.3
Lion85362.5%-0.7
Vanessa62433.3%-9.8
El Blaze51420.0%-39.7
Goh54180.0%+42.5
Pai51420.0%-32.6
Wolf54180.0%+30.9
Jeffry42250.0%+13.3
Taka32166.7%+16.0
Aoi21150.0%-16.1
Jean21150.0%-10.8
Shun21150.0%-20.5
Brad1010.0%-52.8
Dural110100.0%+48.2
Eileen110100.0%+41.1
Lau110100.0%+24.0
Lei Fei1010.0%-40.9

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

Low Fence136746.1%-20.1
Breakable Half Fence126650.0%-6.3
Breakable Full Fence116554.5%+3.8
Full Fence107370.0%+20.5
Rectangle93633.3%-10.6
Octagon86275.0%+17.4
Open83537.5%-4.3
Single Wall86275.0%+14.7
Half Fence54180.0%+19.2
Full Fence and Open43175.0%+16.3

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls5558.2%53.0%+5.2
No walls2951.7%56.9%-5.1

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

Crippler08r (Rank 21)2026/10/1721150.0%
Sevengar01 (Rank 22)2026/10/1721150.0%
lapislazuli_2185 (Rank 26)2026/10/1721150.0%
まっちゃん (Rank 24)2026/10/1721150.0%
Fuji-Atsuka (Rank 21)2026/10/1543175.0%
potimaru1059 (Rank 21)2026/10/1521150.0%
flat-artistry77 (Rank 21)2026/10/15220100.0%
NEKOz (Rank 27)2026/10/1521150.0%
あっちょん (Rank 23)2026/10/15220100.0%
nagare004 (Rank 21)2026/10/09220100.0%
gnarapum (Rank 26)2026/10/0931233.3%
nekodiver2 (Rank 21)2026/10/0931233.3%
코나미스포츠 (Rank 21)2026/10/0931233.3%
chururira0302 (Rank 21)2026/10/08220100.0%
hoketiger (Rank 1)2026/10/0832166.7%
シャイニングもみお (Rank 25)2026/10/0831233.3%
ぱぱ (Rank 23)2026/09/252020.0%
kanreki-jijii (Rank 21)2026/09/25110100.0%
chimichama (Rank 21)2026/09/2541325.0%
luca3desu (Rank 22)2026/09/252020.0%
しろ☆おび。 (Rank 21)2026/07/25220100.0%
cjnholife (Rank 24)2026/07/252020.0%
ありがとナス (Rank 26)2026/07/2521150.0%
AKAI-SUISEI3 (Rank 27)2026/07/2331233.3%
SakuRa (Rank 22)2026/07/2332166.7%

Round openings

Every character

forward movement into punchP3325.8%
Haisenchu1P1612.5%
Haisenchu1P into Haisenchu Kaikakyaku1PK86.2%
offensive move75.5%
Haisenchu1P into guardG64.7%
forward movement into RengekiPP64.7%
Sunlit Body Upper3P+K32.3%
offensive move into punchP32.3%
offensive move into throwP+G32.3%
Hammer Slide1P into Grizzly Hammer1PP21.6%
Koushinhi4P+K+G into Koushinhi Fusshu4P+K+GP21.6%
Tenshin Benshu4P+K into throwP+G21.6%
Tenshin Haishu4P into Kasen Gyou'in6P+K+G21.6%
Gyou'in Haishu3P into Kasen Zenbokushou6PP10.8%
Gyou'in Haishu3P into RengekiPP10.8%

33 further openings account for the other 33 rounds.

Counted from 32 of the 92 matches played. The rest were not pulled for openings.

Shun

Career
295–235 · 55.7%
This season
48 matches · 52.1%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Haisenchu1P1618.4%
forward movement into punchP1011.5%
Haisenchu1P into Haisenchu Kaikakyaku1PK89.2%
offensive move78.1%
Haisenchu1P into guardG66.9%
forward movement into RengekiPP66.9%
offensive move into punchP33.5%
offensive move into throwP+G33.5%
Koushinhi4P+K+G into Koushinhi Fusshu4P+K+GP22.3%
Tenshin Benshu4P+K into throwP+G22.3%
Tenshin Haishu4P into Kasen Gyou'in6P+K+G22.3%
Gyou'in Haishu3P into Kasen Zenbokushou6PP11.1%
Gyou'in Haishu3P into RengekiPP11.1%
Gyou'inshuP+K+G into Haisenchu Kaikakyaku1PK11.1%
Kasen Chugeki6P into Kasen Gyou'in6P+K+G11.1%

18 further openings account for the other 18 rounds.

Counted from 22 of the 48 matches played. The rest were not pulled for openings.

Taka

Career
62–42 · 59.6%
This season
38 matches · 65.8%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1356.5%
Marutahiza6K into Shikofumi6KK14.3%
Onigoroshi3P14.3%
Shimobarai1P into throwP+G14.3%
Tachi'aiP+K+G into NekodamashiP+K+G14.3%
Tsuyubarai2P+K14.3%
evade down into Hiji'ate6P14.3%
evade up into Hiji'ate6P14.3%
guardG into Hiji'ate6P14.3%
offensive move into kickK14.3%
punchP into Aka'oni MidaremageP+K14.3%

Counted from 6 of the 38 matches played. The rest were not pulled for openings.

Jeffry

Career
66–56 · 54.1%
This season
6 matches · 0.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1055.6%
Sunlit Body Upper3P+K316.7%
Hammer Slide1P into Grizzly Hammer1PP211.1%
Toe Kick2K into Toe Kick Hammer2KP15.6%
Torpedo Head Butt4P+K15.6%
crouch into Grizzly Hammer1PP15.6%

Counted from 4 of the 6 matches played. The rest 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Shun: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)