VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

Sheen

  • Goh
  • El Blaze
Career matches3,584
Career win rate45.7%
Round win rate46.4%
Peak rank24
Distinct opponents91
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1454 #2,313 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

Shun—2,3261,0751,25146.2%
Goh2436116819346.5%
Wolf—2089111743.8%
Lei Fei—2069511146.1%
Aoi—1715511632.2%
El Blaze24156768048.7%
Jeffry—156777949.4%

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.

Against each character

Lion2461825.0%-19.6
Akira22111150.0%+6.6
Jacky157846.7%+2.6
Jeffry138561.5%+21.9
Sarah1210283.3%+37.8
Goh113827.3%-13.1
Pai115645.5%-1.4
Wolf116554.5%+20.5
Aoi103730.0%-16.8
Kage104640.0%+1.1
Lau84450.0%-9.9
Shun81712.5%-29.9
El Blaze74357.1%+7.8
Eileen62433.3%-14.1
Jean41325.0%-8.7
Lei Fei32166.7%+26.5
Taka32166.7%+32.4
Brad2020.0%-51.1
Vanessa1010.0%-63.4

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

Half Fence34181652.9%+16.8
Open24101441.7%+6.9
Breakable Half Fence2391439.1%-9.1
Rectangle1981142.1%-6.4
Single Wall1981142.1%-6.8
Full Fence1661037.5%-11.3
Low Fence149564.3%+16.5
Octagon121118.3%-38.6
Breakable Full Fence84450.0%+9.2
Full Fence and Open64266.7%+17.9

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls11241.1%44.2%-3.2
No walls5747.4%43.1%+4.2

Walls against open: -7.4 points (95% range -24.3 to +9.5), p 0.391 — 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

DOPPEL-KUN (Rank 21)2026/04/1131233.3%
moga_moga24 (Rank 25)2026/04/11220100.0%
cream-soba-1972 (Rank 27)2026/04/1031233.3%
okb@j>おーけーびー (Rank 27)2026/04/1031233.3%
nerow8maru (Rank 22)2026/04/1032166.7%
HaseMasa (Rank 23)2026/04/1032166.7%
omuretukun (Rank 21)2026/04/1086275.0%
satola (Rank 23)2026/04/1093633.3%
negipy (Rank 27)2026/04/102020.0%
BBJ10-Espada (Rank 21)2026/04/1031233.3%
tomochanman_03 (Rank 26)2026/04/1031233.3%
miso_kobe24 (Rank 23)2026/04/0931233.3%
ace-heads69 (Rank 25)2026/04/092020.0%
jieraiya39 (Rank 27)2026/04/0932166.7%
RX-7FD3S-Type-RS (Rank 23)2026/04/092020.0%
BOX9026 (Rank 25)2026/04/097070.0%
moroQamazingdelicious (Rank 25)2026/04/0932166.7%
shironeko-hi (Rank 25)2026/04/0975271.4%
楽天アキラ (Rank 25)2026/03/313030.0%
kadorto (Rank 23)2026/03/3121150.0%
abutora136 (Rank 27)2026/03/3132166.7%
tokyotony_youtub (Rank 22)2026/03/312020.0%
BL-801 (Rank 21)2026/03/3032166.7%
砂の橋 (Rank 25)2026/03/303030.0%
naowai (Rank 21)2026/03/3064266.7%

Round openings

Every character

punchP9713.3%
punchP into Tsurane ShoudaPP8111.1%
guardG638.6%
guardG into evade up233.1%
Sune'uchi2P into backdash182.5%
Sune'uchi2P172.3%
kickK172.3%
Short Upper3P into Combination Blow3PP162.2%
punchP into throw escape152.0%
guardG into evade down121.6%
punchP into Quick HookPP121.6%
back, up-back kick+guard47K+G101.4%
guardG into Kurogane Kudaki66P101.4%
guardG into Sune'uchi2P101.4%
guardG into punchP101.4%

149 further openings account for the other 319 rounds.

Goh

Career
168–193 · 46.5%
This season
103 matches · 47.6%
Peak rank
24

First hit in 54.0% of 413 rounds. Won 47.1% of the rounds they struck first, 49.0% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

punchP into Tsurane ShoudaPP8119.3%
punchP5914.1%
Sune'uchi2P into backdash184.3%
Sune'uchi2P174.1%
guardG into evade up174.1%
kickK174.1%
punchP into throw escape133.1%
guardG112.6%
guardG into evade down112.6%
guardG into Kurogane Kudaki66P102.4%
guardG into Sune'uchi2P102.4%
guardG into Karura4P+K81.9%
backdash into Karura4P+K61.4%
crouch dash forward into guardG61.4%
punchP into crouch61.4%

70 further openings account for the other 129 rounds.

El Blaze

Career
76–80 · 48.7%
This season
78 matches · 38.5%
Peak rank
24

First hit in 47.6% of 307 rounds. Won 47.3% of the rounds they struck first, 41.6% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

guardG5216.7%
punchP3812.2%
Short Upper3P into Combination Blow3PP165.1%
punchP into Quick HookPP123.9%
back, up-back kick+guard47K+G103.2%
Back Knuckle4P into Shadow Spin Kick4PK92.9%
guardG into punchP82.6%
offensive move82.6%
Fade Roll Kick7K61.9%
guardG into Volcano Knee6K+G61.9%
guardG into evade up61.9%
guardG into Shadow Spin Kick4PK51.6%
up-back kick+guard7K+G51.6%
Combination Blow3PP into Shutdown Knee3PPK41.3%
crouch dash back into Shadow Lance66K41.3%

80 further openings account for the other 122 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 (30 here; about 1.5 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

  • Goh: 0 of 15 tests hold up
  • El Blaze: 0 of 15 tests hold up