VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

sarurou-youtube

  • Lau
  • Jeffry
  • Jacky
  • Lion
  • El Blaze
Career matches4,335
Career win rate53.8%
Round win rate49.7%
Peak rank40
Distinct opponents149
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1707 #773 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

Shun402,9401,5501,39052.7%
Lau3595150844353.4%
Jeffry3328217310961.4%
Jacky29104723269.2%
Jean—31181358.1%
El Blaze2625121348.0%
Lion2621150.0%

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

1,672 of 1,804 rounds counted

7.0 inputs a second (421 a minute) this season. Faster than 47% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.24341,151
Lau6.6395308
Jeffry6.3377164
Jacky7.243132
Lion6.740212
El Blaze7.84695

By opponent's character

Sarah6.8407191
Kage7.1426191
Jacky6.8410161
Akira7.0418131
Lion7.1426126
Lau7.5450102
Jean7.3438106
Wolf7.544987
Aoi7.746275
Pai7.041973
Shun6.539073
Brad7.041850
Eileen6.237353
Lei Fei6.740449
Vanessa6.941257
El Blaze6.840947
Jeffry6.941339
Taka7.243134
Goh7.545223
Dural6.13674

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

Sarah54292553.7%+1.4
Kage48183037.5%-8.3
Jacky41212051.2%-1.1
Akira39182146.1%+0.3
Lion39162341.0%-13.6
Lau27171063.0%+18.9
Jean26131350.0%-2.1
Wolf22101245.5%-0.1
Aoi2115671.4%+22.9
Pai2011955.0%+3.8
Shun1861233.3%-15.8
Brad169756.2%+8.5
Eileen147750.0%-8.1
Lei Fei135838.5%-13.7
Vanessa136746.1%-6.5
El Blaze125741.7%-6.8
Jeffry129375.0%+23.0
Taka109190.0%+44.8
Goh62433.3%-28.0
Dural2020.0%-54.7

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 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

Half Fence56312555.4%+3.6
Low Fence54213338.9%-10.3
Breakable Half Fence48202841.7%-7.7
Rectangle45291664.4%+18.9
Open44212347.7%-6.5
Breakable Full Fence43291467.4%+16.1
Full Fence42222052.4%+3.4
Single Wall42142833.3%-15.6
Octagon35211460.0%+7.6
Full Fence and Open2671926.9%-18.8

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls26956.5%50.5%+6.0
No walls14040.0%49.6%-9.6

Walls against open: +15.6 points (95% range +4.5 to +26.7), p 0.006 — a difference this size is unlikely to be chance.

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

ひかる (Rank 41)2026/10/0897277.8%
おむすび山かずkaz_kcjj (Rank 40)2026/10/0851420.0%
養老 (Rank 41)2026/10/0871614.3%
montanmo (Rank 38)2026/10/0884450.0%
硬め濃いめ少なめお米 (Rank 41)2026/09/30121118.3%
cyomiko (Rank 42)2026/09/2793633.3%
P式截拳道こくとう (Rank 41)2026/09/1861516.7%
きっちょむ (Rank 41)2026/09/1895455.6%
デネ (Rank 42)2026/09/181651131.2%
ミスプロ狼@tenrishoko (Rank 41)2026/09/1474357.1%
乱世の奸雄 (Rank 39)2026/09/1461516.7%
ジャキる。 (Rank 32)2026/09/1495455.6%
なめ (Rank 37)2026/09/1453260.0%
しょくにんマン (Rank 36)2026/09/0785362.5%
中四国ウルフ (Rank 42)2026/08/3083537.5%
カルティカ (Rank 41)2026/08/2751420.0%
<ㅑㅇ~<ㅑㅇ~<ㅑJ (Rank 40)2026/08/2592722.2%
stepan_BVFA (Rank 38)2026/08/2585362.5%
あいりく (Rank 36)2026/08/25105550.0%
Aki (Rank 41)2026/08/2484450.0%
くろね@のびしろF (Rank 36)2026/08/0386275.0%
どろパイ (Rank 35)2026/07/2565183.3%
肉便さん (Rank 36)2026/07/2564266.7%
lapislazuli (Rank 37)2026/06/2261516.7%
ヒ・ジハー (Rank 36)2026/06/2283537.5%

Round openings

Every character

crouch dash back into evade down1458.4%
backdash into evade up885.1%
backdash into evade down764.4%
crouch into Haisenchu1P573.3%
crouch dash back into Gyou'in Haishu3P543.1%
crouch into Senchutai3K402.3%
guardG into evade down362.1%
backdash into punchP331.9%
Getsuga Gakushu46P321.9%
crouch into Fukuchougeki2P311.8%
backdash into Kosoushou46P291.7%
Fukuchougeki2P281.6%
evade up into crouch dash forward281.6%
Getsuga Gakushu46P into punchP271.6%
crouch dash back into guardG271.6%

328 further openings account for the other 994 rounds.

Counted from 434 of the 452 matches played. The rest were not pulled for openings.

Shun

Career
1,550–1,390 · 52.7%
This season
315 matches · 46.4%
Peak rank
40

First hit in 60.6% of 1,190 rounds. Won 51.0% of the rounds they struck first, 43.9% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 22.9% of rounds, against 15.7% in their other rounds.
  • Against Brad: moves in first in 19.6% of rounds, against 1.8% against everyone else.
  • After winning a round: attacks straight away in 29.3% of rounds, against 11.4% after losing one.
  • When ahead: attacks straight away in 27.1% of rounds, against 15.6% when level or behind.
  • In round 1: opens with “crouch dash back into 3P Gyou'in Haishu” in 8.0% of rounds, against 3.4% in their other rounds.
  • Against Kage: opens with “crouch dash back into evade down” in 20.1% of rounds, against 8.0% against everyone else.
  • On Breakable Half Fence stages: opens with “backdash into evade up” in 15.7% of rounds, against 4.4% on the other stages.
  • After opening the round before with “crouch dash back into evade down”: opens with “crouch dash back into evade down” in 20.0% of rounds, against 7.2% after anything else.
  • After losing a round: opens with “crouch dash back into 3P Gyou'in Haishu” in 5.2% of rounds, against 1.4% after winning one.
  • When ahead: opens with “crouch into 1P Haisenchu” in 8.5% of rounds, against 3.4% when level or behind.

How is this tested?

crouch dash back into evade down1129.4%
backdash into evade up635.3%
crouch into Haisenchu1P574.8%
crouch dash back into Gyou'in Haishu3P544.5%
backdash into evade down504.2%
Getsuga Gakushu46P322.7%
crouch into Fukuchougeki2P312.6%
guardG into evade down302.5%
Fukuchougeki2P282.4%
Getsuga Gakushu46P into punchP272.3%
Rensai Gakushu46PP into Rengeki Gakushu46PPP262.2%
backdash into punchP221.9%
guardG221.9%
evade up into crouch dash forward211.8%
crouch dash back into guardG191.6%

192 further openings account for the other 598 rounds.

Counted from 301 of the 315 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
Kage10–9 · 53%3–9 · 25%too few to test
Sarah7–8 · 47%5–8 · 38%too few to test
Lion7–7 · 50%2–7 · 22%too few to test
Akira4–8 · 33%1–7 · 12%too few to test
Lau9–6 · 60%6–2 · 75%too few to test
Jean10–5 · 67%0–2 · 0%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.

14 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?

Lau

Career
508–443 · 53.4%
This season
83 matches · 55.4%
Peak rank
35

First hit in 53.8% of 320 rounds. Won 57.0% of the rounds they struck first, 46.6% of the rounds they were struck first.

Significant Tells

  • In round 3: opens with “crouch into 3K Senchutai” in 20.5% of rounds, against 9.9% in their other rounds.

How is this tested?

crouch into Senchutai3K4012.5%
backdash into Kosoushou46P299.1%
backdash into evade down175.3%
backdash into evade up154.7%
crouch dash back into evade down144.4%
backdash into Sako Soushou4P+K134.1%
Fukko Kensou1P113.4%
crouch into Shakashou3P92.8%
Souchuken2P82.5%
backdash into punchP61.9%
crouch dash back into kickK61.9%
evade up into crouch dash forward61.9%
backdash into Fukko Kensou1P51.6%
crouch dash back into Ko'en TenshinkyakuKK51.6%
guardG into evade down51.6%

80 further openings account for the other 131 rounds.

Counted from 81 of the 83 matches played. The rest were not pulled for openings.

Jeffry

Career
173–109 · 61.4%
This season
44 matches · 56.8%
Peak rank
33

First hit in 61.5% of 169 rounds. Won 59.6% of the rounds they struck first, 53.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into evade down148.3%
punchP95.3%
backdash into Kenka Hook46P84.7%
backdash into Tsunami Beat3K+G84.7%
backdash into evade up84.7%
crouch into Low Knuckle2P84.7%
backdash into Double Hammer Down43P53.0%
backdash into punchP53.0%
evade up into forward dash53.0%
backdash into backward movement42.4%
backdash into evade down42.4%
crouch dash back into crouch42.4%
crouch dash back into guardG42.4%
Hammer Slide1P31.8%
Tsunami Beat3K+G31.8%

61 further openings account for the other 77 rounds.

Counted from 42 of the 44 matches played. The rest were not pulled for openings.

Jacky

Career
72–32 · 69.2%
This season
7 matches · 85.7%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into evade down515.6%
Spin Heel Sword4K+G into forward movement39.4%
backdash into evade up26.2%
crouch dash back into Low Spin Kick1K+G26.2%
evade down into forward dash26.2%
forward dash into Low Spin Kick1K+G26.2%
Low Spin Kick1K+G13.1%
Slant Back Knuckle1P13.1%
Spin Heel Sword4K+G into forward dash13.1%
Spinning KickK+G into Low Spin Kick1K+G13.1%
Switch StepP+K+G13.1%
backdash into High Angle Upper Kick6K13.1%
backdash into Low Spin Kick1K+G13.1%
backdash into Side Hook Turn44P13.1%
backdash into evade down13.1%

7 further openings account for the other 7 rounds.

Lion

Career
1–1 · 50.0%
This season
3 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down433.3%
backdash into Kousoutai2K+G216.7%
backdash18.3%
backdash into RensuitaiPK18.3%
backdash into Sentai Shumen4KP18.3%
backward movement into punchP18.3%
evade up into RensuitaiPK18.3%
evade up into punchP18.3%

Not counted here: El Blaze. Their matches 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 (31 here; about 1.6 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: 10 of 17 tests hold up
  • Lau: 1 of 14 tests hold up
  • Jeffry: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Lion: not tested (too few rounds)