VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

bbosick

  • Jeffry
  • Kage
  • Vanessa
  • Akira
Career matches1,536
Career win rate62.2%
Round win rate57.1%
Peak rank27
Distinct opponents20
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1438 Not ranked yet: the list needs 50 matches. See 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

Shun2638222315958.4%
Jeffry2529216812457.5%
Vanessa272191516869.0%
Akira241841137161.4%
Aoi—1741106463.2%
Kage26108684063.0%
Jean—106753170.8%
Jacky—61402165.6%
Lion—107370.0%

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

98 of 98 rounds counted

8.6 inputs a second (513 a minute) this season. Faster than 80% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry8.751930
Shun9.154632
Kage8.349614
Vanessa7.041815
Akira10.26117

By opponent's character

Akira7.544729
Jacky9.255120
Aoi9.355618
Kage8.65148
Lau8.14887
Eileen9.85883
Lion10.16073
Pai8.45053
Shun11.87113
Taka6.94134

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

Akira83537.5%-15.1
Jacky54180.0%+21.7
Aoi43175.0%+12.3
Kage21150.0%-10.8
Lau2020.0%-66.2
Eileen110100.0%+28.5
Lion110100.0%+40.4
Pai110100.0%+47.3
Shun110100.0%+28.5
Taka1010.0%-44.3

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

Open52340.0%-18.3
Half Fence43175.0%+17.1
Breakable Half Fence31233.3%-28.9
Full Fence31233.3%-20.5
Full Fence and Open32166.7%+14.5
Octagon330100.0%+42.1
Breakable Full Fence21150.0%-24.4
Low Fence110100.0%+28.5

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
Walls1560.0%60.4%-0.4
No walls650.0%57.8%-7.8

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

fazz00r (Rank 29)2026/09/301010.0%
ArZmkQL96G (Rank 24)2026/09/302020.0%
委員ちょ (Rank 22)2026/09/30110100.0%
BonnyBee2 (Rank 23)2026/09/301010.0%
kim4439 (Rank 21)2026/09/29220100.0%
cjnholife (Rank 26)2026/09/29110100.0%
ジャキる。 (Rank 30)2026/09/281010.0%
ガンオンやりたひ (Rank 28)2026/07/122020.0%
nyu_necoginjo (Rank 27)2026/07/121010.0%
RepoSe (Rank 24)2026/07/05110100.0%
HEDO/ (Rank 24)2026/07/05110100.0%
Torao0614 (Rank 22)2026/07/05110100.0%
阿佐谷南外科 (Rank 22)2026/07/051010.0%
Lucifer-1971 (Rank 22)2026/07/05110100.0%
syounai (Rank 28)2026/06/2321150.0%
wooo-2309 (Rank 26)2026/06/23110100.0%
a032682 (Rank 27)2026/06/2321150.0%
zxyzguy (Rank 24)2026/06/23110100.0%
いそじぇい (Rank 25)2026/06/21110100.0%
yonchi41 (Rank 22)2026/06/21220100.0%

Round openings

Every character

Honshin Rensenkyaku4K+G88.2%
backdash into Head Attack46P+K44.1%
crouch dash back into evade down44.1%
crouch dash back into Toe Kick2K33.1%
guardG into evade down33.1%
Getsuga Gakushu46P into Rensai Gakushu46PP22.0%
Koushinhi4P+K+G into Koushinhi Fusshu4P+K+GP22.0%
Sokudan1P into Hagakure-ryu In Shippujin4P+K+G22.0%
crouch dash back into Haisenchu1P22.0%
crouch dash back into guardG22.0%
guardG22.0%
offensive move into evade down22.0%
Defensive Style: Back Knuckle into Back Knuckle High6PK11.0%
Defensive Style: Low Spin Slicer11.0%
Defensive Style: crouch dash back into Boomerang Hook3P+K11.0%

59 further openings account for the other 59 rounds.

Shun

Career
223–159 · 58.4%
This season
8 matches · 75.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Honshin Rensenkyaku4K+G825.0%
Getsuga Gakushu46P into Rensai Gakushu46PP26.2%
Koushinhi4P+K+G into Koushinhi Fusshu4P+K+GP26.2%
crouch dash back into Haisenchu1P26.2%
offensive move into evade down26.2%
Gyou'in Haishu3P into forward movement13.1%
Haisenchu1P13.1%
Haisenchu1P into evade down13.1%
Honshin Rensenkyaku4K+G into Tenshin Haishu4P13.1%
Honshin Rensenkyaku4K+G into backdash13.1%
Rensai Gakushu46PP into Rengeki Gakushu46PPP13.1%
crouch dash back into Gyou'in Haishu3P13.1%
crouch dash back into Gyou'inshuP+K+G13.1%
crouch dash back into crouch13.1%
crouch dash back into evade down13.1%

6 further openings account for the other 6 rounds.

Jeffry

Career
168–124 · 57.5%
This season
8 matches · 50.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Head Attack46P+K413.3%
crouch dash back into Toe Kick2K310.0%
guardG into evade down310.0%
crouch dash back into evade down26.7%
guardG26.7%
Hammer Slide1P into guardG13.3%
backdash into Tsunami Beat3K+G13.3%
crouch dash back into Double Upper3PP13.3%
crouch dash back into Ducking Low2K+G13.3%
crouch dash back into Scoop Kick4K+G13.3%
crouch dash back into Side Kick3K13.3%
crouch dash back into Stunner KnuckleKP13.3%
crouch dash back into Tsunami Beat3K+G13.3%
crouch dash back into guardG13.3%
crouch into Side Kick3K13.3%

6 further openings account for the other 6 rounds.

Vanessa

Career
151–68 · 69.0%
This season
4 matches · 50.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Back Knuckle into Back Knuckle High6PK16.7%
Defensive Style: Low Spin Slicer16.7%
Defensive Style: crouch dash back into Boomerang Hook3P+K16.7%
Defensive Style: crouch dash back into Low Spin Slicer2K+G16.7%
Defensive Style: crouch dash back into Sliding Low Kick1K+G16.7%
Defensive Style: guard into Low Spin Slicer2K+G16.7%
Defensive Style: guard into throwP+G16.7%
Offensive Style: Bunker Buster16.7%
Offensive Style: Bunker Buster into guardG16.7%
Offensive Style: Pile Bunker16.7%
Offensive Style: crouch dash back into Leg Bomber1K+G16.7%
Offensive Style: crouch dash back into crouch16.7%
Offensive Style: evade up into guardG16.7%
Offensive Style: evade up into kickK16.7%
Offensive Style: guard into evade up16.7%

Kage

Career
68–40 · 63.0%
This season
4 matches · 25.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sokudan1P into Hagakure-ryu In Shippujin4P+K+G214.3%
Hiji'uchi6P into forward punch+kick+guard6P+K+G17.1%
Kouten63214P into kickK17.1%
Rasen4P17.1%
Ryu'eikyaku66K17.1%
Sokudan1P into Hagakure-ryu You Jumonji KamaeP+K+G17.1%
Soumenwari1P+K into backdash17.1%
backdash into Rasen4P17.1%
crouch dash back into evade down17.1%
crouch dash back into guardG17.1%
crouch into Jizuridan2P17.1%
crouch into Sokudan1P17.1%
punchP into HagasanePK17.1%

Akira

Career
113–71 · 61.4%
This season
2 matches · 100.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P114.3%
backdash into Souka Housui3P+K114.3%
backward movement into Jouho Touken6P114.3%
backward movement into evade down114.3%
crouch dash back into Jouho Touken6P114.3%
crouch dash back into Koboku214P114.3%
forward dash into throwP+G114.3%

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)
  • Jeffry: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Akira: not tested (too few rounds)