VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

samtheseed

  • Sarah
  • Eileen
  • Lei Fei
  • Aoi
  • El Blaze
  • Lau
  • Kage
  • Jacky
Career matches3,977
Career win rate60.5%
Round win rate55.3%
Peak rank36
Distinct opponents92
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1657 #1,012 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

Shun361,24178845363.5%
Sarah3365939026959.2%
Lei Fei3357032924157.7%
Eileen3553331521859.1%
Lau3248529519060.8%
El Blaze312261408662.0%
Aoi282041218359.3%
Kage2658292950.0%
Jacky261010.0%

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

1,358 of 1,556 rounds counted

6.5 inputs a second (390 a minute) this season. Faster than 32% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.4444299
Sarah6.1367243
Eileen6.3378206
Lei Fei6.0359243
Aoi6.3376143
El Blaze6.338099
Lau7.0420113
Kage7.24327
Jacky5.63375

By opponent's character

Sarah5.9354201
Brad6.8411178
Shun6.5390155
Jacky6.2375100
Aoi6.3377122
Akira6.941277
Pai6.438563
Wolf7.243266
Jeffry7.344173
El Blaze6.941352
Eileen6.035739
Lion6.438645
Goh6.337631
Kage6.539237
Lau6.840735
Lei Fei6.237039
Taka5.834811
Dural7.645417
Jean5.53317
Vanessa6.539010

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

Sarah51321962.8%+0.3
Brad44192543.2%-1.6
Shun4336783.7%+18.4
Jacky41301173.2%+15.3
Aoi38191950.0%-8.7
Akira28131546.4%-4.5
Pai2011955.0%-3.5
Wolf1914573.7%+15.5
Jeffry1851327.8%-32.7
El Blaze135838.5%-6.7
Eileen1210283.3%+10.2
Lion123925.0%-22.4
Goh116554.5%-23.4
Kage114736.4%-16.5
Lau96366.7%+18.5
Lei Fei95455.6%-0.3
Taka54180.0%+1.1
Dural42250.0%+3.6
Jean440100.0%+22.5
Vanessa2020.0%-37.5

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.

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

Open58312753.5%-4.8
Single Wall47341372.3%+11.7
Full Fence45232251.1%-7.9
Low Fence45271860.0%+3.2
Breakable Full Fence44261859.1%+2.6
Octagon42241857.1%-6.2
Breakable Half Fence30131743.3%-4.0
Rectangle28181064.3%+1.4
Half Fence2516964.0%+0.6
Full Fence and Open147750.0%-7.3

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21456.1%58.4%-2.4
No walls15061.3%58.8%+2.5

Walls against open: -4.9 points (95% range -14.8 to +5.0), p 0.336 — 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

likeyeahh77 (Rank 30)2026/09/131611568.8%
KageMaru10g (Rank 26)2026/09/1363350.0%
VectorMan- (Rank 33)2026/09/13106460.0%
leefung._ (Rank 32)2026/09/131210283.3%
SWAT1107 (Rank 30)2026/09/1354180.0%
StayRealChill (Rank 27)2026/09/1373442.9%
Gold---Mole (Rank 21)2026/09/10660100.0%
ItsameBS (Rank 31)2026/09/10157846.7%
RagingAux (Rank 6)2026/09/0863350.0%
blackula1981 (Rank 35)2026/09/0883537.5%
Kruza (Rank 35)2026/09/071761135.3%
brucelabestia (Rank 36)2026/09/0628101835.7%
live4eva_ (Rank 41)2026/09/029090.0%
suna19 (Rank 32)2026/08/3154180.0%
Da-Goat-Pawn (Rank 31)2026/07/261511473.3%
UltraSeBassツ (Rank 35)2026/07/0784450.0%
Jiikae (Rank 31)2026/07/071310376.9%
Svengeance999 (Rank 34)2026/06/2561516.7%
llMICll (Rank 33)2026/06/21127558.3%
Lukeee (Rank 27)2026/06/1564266.7%
kungfusmurf (Rank 36)2026/06/1362433.3%
n.fangy (Rank 37)2026/06/1373442.9%
Rthg (Rank 25)2026/06/13660100.0%
Based_Ganja (Rank 31)2026/06/10147750.0%
ttacoguyy (Rank 31)2026/06/0953260.0%

Round openings

Every character

guardG17211.0%
Souryu Shukkai43P+K473.0%
Honshin Rensenkyaku4K+G463.0%
guardG into kickK442.8%
Kousokuhon7K+G432.8%
offensive move382.4%
crouch dash back into Full Spin Heel Kick9K332.1%
Tenchi In'youP+K+G312.0%
guardG into punchP312.0%
guardG into Souryu Shukkai43P+K251.6%
Kousoku Kouhi17P+K+G into Kousoku Kouhi Fusshu17P+K+GP241.5%
crouch dash back into Honshin Hekiken1P+K231.5%
guardG into Gyou'in Haishu3P231.5%
guardG into throwP+G221.4%
Fade Roll Kick7K into forward movement201.3%

391 further openings account for the other 938 rounds.

Shun

Career
788–453 · 63.5%
This season
84 matches · 61.9%
Peak rank
36

First hit in 48.0% of 327 rounds. Won 58.6% of the rounds they struck first, 57.1% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “17P+K+G Kousoku Kouhi into 17P+K+GP Kousoku Kouhi Fusshu” in 15.5% of rounds, against 4.5% in their other rounds.
  • Against Shun: opens with “G guard” in 21.6% of rounds, against 4.3% against everyone else.
  • After winning a round: opens with “4K+G Honshin Rensenkyaku” in 21.9% of rounds, against 1.9% after losing one.
  • When ahead: opens with “4K+G Honshin Rensenkyaku” in 22.4% of rounds, against 4.6% when behind.

How is this tested?

Honshin Rensenkyaku4K+G4614.0%
guardG278.2%
Kousoku Kouhi17P+K+G into Kousoku Kouhi Fusshu17P+K+GP247.3%
guardG into Gyou'in Haishu3P237.0%
offensive move206.1%
guardG into punchP144.3%
punchP113.4%
guardG into throwP+G103.0%
offensive move into guardG103.0%
Kousoku Kouhi17P+K+G into Kousoku Kouhi Soushu17P+K+GP+K92.7%
Gyou'in Haishu3P into guardG82.4%
guardG into throw escape82.4%
Gyou'in Haishu3P72.1%
Kouhi Tentai7K+G72.1%
Koushinhi4P+K+G into Koushinhi Fusshu4P+K+GP61.8%

58 further openings account for the other 98 rounds.

Sarah

Career
390–269 · 59.2%
This season
80 matches · 55.0%
Peak rank
33

First hit in 55.5% of 310 rounds. Won 56.4% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

guardG4213.3%
crouch dash back into Full Spin Heel Kick9K3310.5%
guardG into kickK3210.2%
backdash into Switch Kick4K196.0%
guardG into Long Snap Side Chop3P+K196.0%
Somersault Kick7K92.9%
crouch dash back into Sharpsword44K92.9%
guardG into Back Spin KickK+G82.5%
guardG into Low Spin Kick3K+G82.5%
backdash into Crescent Heel4K+G72.2%
crouch dash back into Sword Rush Combo9K+GKK72.2%
Low Spin Kick3K+G61.9%
guardG into punchP61.9%
guardG into Crescent Heel4K+G51.6%
guardG into Switch Kick4K51.6%

67 further openings account for the other 100 rounds.

Eileen

Career
315–218 · 59.1%
This season
65 matches · 52.3%
Peak rank
35

First hit in 49.6% of 266 rounds. Won 59.1% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kousokuhon7K+G4316.2%
guardG2810.5%
guardG into Enkou Kenka46P103.8%
guardG into Honshin Kousoutai3K+G83.0%
guardG into Tanhikyaku9K83.0%
guardG into punchP72.6%
Enkou Toutou3P+K62.3%
crouch dash back into Enkou Toutou3P+K62.3%
punchP62.3%
Enkou Kenka46P51.9%
backward movement into Douchu6P51.9%
crouch dash back into Rigou TenshintaiK+G51.9%
Enkou Nyudou214P+K41.5%
guardG into Enkou Toutou3P+K41.5%
guardG into Hikou Niki6K41.5%

80 further openings account for the other 117 rounds.

Lei Fei

Career
329–241 · 57.7%
This season
63 matches · 60.3%
Peak rank
33

First hit in 56.3% of 247 rounds. Won 58.3% of the rounds they struck first, 53.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souryu Shukkai43P+K4718.8%
guardG2911.6%
guardG into Souryu Shukkai43P+K2510.0%
Kochouheki (Deflect)236P+K197.6%
offensive move166.4%
Souryu Shukkai43P+K into guardG135.2%
backward movement into Katoken3P+K93.6%
Nehan Shiki1P+K+G into Honshin KouryoukyakuK62.4%
guardG into Rigoutai6K62.4%
Souryu Shukkai43P+K into evade down52.0%
guardG into Kaisei Tento1P+K41.6%
Kyuho Soufuken46P+K31.2%
Soushou2P+K31.2%
guardG into Soushou2P+K31.2%
guardG into punchP31.2%

41 further openings account for the other 59 rounds.

Aoi

Career
121–83 · 59.3%
This season
37 matches · 73.0%
Peak rank
28

First hit in 46.9% of 143 rounds. Won 62.7% of the rounds they struck first, 60.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenchi In'youP+K+G3121.1%
guardG2718.4%
guardG into Tenraitsui6KP96.1%
guardG into Raijinha6K85.4%
guardG into Nami'okoshi3K+G74.8%
Nami'okoshi3K+G53.4%
Kusanagi2K+G42.7%
guardG into throwP+G42.7%
no input42.7%
guardG into Sou'unha66K32.0%
guardG into kickK32.0%
guardG into throw escape32.0%
Ryoushi43P21.4%
crouch dash back into Sou'unha66K21.4%
crouch dash back into forward dash21.4%

31 further openings account for the other 33 rounds.

Lau

Career
295–190 · 60.8%
This season
29 matches · 44.8%
Peak rank
32

First hit in 49.2% of 120 rounds. Won 49.1% of the rounds they struck first, 45.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Honshin Hekiken1P+K2319.0%
guardG119.1%
crouch dash back into Touku Kosenkyaku9K65.0%
Kosoushou46P54.1%
crouch dash back into Kasoutai2K54.1%
crouch dash back into Saishikkyaku4K43.3%
crouch dash back into Sako Soushou4P+K43.3%
guardG into kickK43.3%
crouch dash back into Gako Choushitsu6K32.5%
crouch dash back into Touku Shashou897P+K32.5%
crouch dash back into kickK32.5%
guardG into RenshouPP32.5%
guardG into down-back kick1K32.5%
Senchutai3K into Senkyaku Chushou3KP21.6%
crouch dash back into Rakuho Suigeki9K+GP21.6%

35 further openings account for the other 40 rounds.

El Blaze

Career
140–86 · 62.0%
This season
30 matches · 63.3%
Peak rank
31

First hit in 45.4% of 108 rounds. Won 57.1% of the rounds they struck first, 59.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Fade Roll Kick7K into forward movement2018.4%
Low Drop Kick1K+G1614.7%
backdash into Head Smash Kick46K1513.8%
backdash into Shadow Spear6K65.5%
crouch dash back into Backswing Rocket1P+K65.5%
guardG54.6%
crouch dash back into Drop Kick9K43.7%
guardG into Low Drop Kick1K+G32.8%
backdash into Demon's Tail9P+KK21.8%
crouch dash back into Demon's Tail9P+KK21.8%
guardG into Combination Blow3PP21.8%
Backswing Rocket1P+K10.9%
Death Scythe Slash8K into forward dash10.9%
Death Scythe Slash8K into forward movement10.9%
Fade Roll Kick7K10.9%

24 further openings account for the other 24 rounds.

Kage

Career
29–29 · 50.0%
This season
5 matches · 20.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG210.5%
guardG into Senpujin2P+K210.5%
guardG into kickK210.5%
Fusenjin3P into Shippuzan3PP15.3%
Gen'you4K+G into Furikakato OtoshiK+G15.3%
Jibashiri1K15.3%
Rasen4P into Hagakure-ryu You Jumonji KamaeP+K+G15.3%
Senpujin2P+K into Hagakure-ryu You Jumonji KamaeP+K+G15.3%
crouch dash back into Engetsugeri9K+G15.3%
evade down into Ryubisen44K+G15.3%
guardG into Furikakato OtoshiK+G15.3%
guardG into Nagiharai6P+K15.3%
guardG into Sokudangasane1PK15.3%
guardG into throw escape15.3%
kickK into SouhajinP+K15.3%

1 further openings account for the other 1 rounds.

Jacky

Career
0–1 · 0.0%
This season
1 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Spinning Back Knuckle4P into Double Back Knuckle4PP240.0%
guardG120.0%
guardG into Beat Spin KickP+KK120.0%
guardG into Double Back Knuckle4PP120.0%

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).

Tests behind each character's list

  • Shun: 4 of 16 tests hold up
  • Sarah: 0 of 14 tests hold up
  • Eileen: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Jacky: not tested (too few rounds)