VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

ジズー

  • Wolf
  • Jeffry
Career matches4,735
Career win rate51.5%
Round win rate50.7%
Peak rank34
Distinct opponents274
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1526 #1,835 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

Shun342,0391,04799251.4%
Wolf331,93299793551.6%
Jeffry3076439437051.6%

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

2,833 of 3,389 rounds counted

6.0 inputs a second (357 a minute) this season. Faster than 17% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun6.33801,222
Wolf5.7341846
Jeffry5.6339765

By opponent's character

Akira6.0361400
Jacky6.2371314
Wolf5.9354260
Lau6.2370162
Shun6.0359155
Jean5.9352155
Sarah5.7343170
Brad5.7341136
Jeffry5.7339113
Goh6.1364119
Kage6.0358136
Lion6.1365141
El Blaze6.2369129
Pai6.2370103
Aoi6.036079
Vanessa5.633877
Taka5.532974
Lei Fei5.935256
Eileen5.432635
Dural5.834919

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

Akira116684858.6%+7.3
Jacky97534454.6%+0.6
Wolf77354245.5%-6.4
Lau48222645.8%-0.5
Shun48252352.1%+1.7
Jean45202544.4%-5.4
Sarah42251759.5%+8.9
Brad40182245.0%-0.3
Jeffry40112927.5%-21.9
Goh39221756.4%+7.5
Kage39201951.3%+2.6
Lion39172243.6%-6.7
El Blaze37231462.2%+7.3
Pai35171848.6%-2.5
Aoi3122971.0%+14.7
Vanessa2571828.0%-19.6
Taka2011955.0%+5.3
Lei Fei156940.0%-10.8
Eileen96366.7%+12.7
Dural63350.0%+1.0

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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

Breakable Half Fence102455744.1%-8.2
Breakable Full Fence101534852.5%+2.8
Octagon100613961.0%+10.7
Full Fence90454550.0%-1.5
Half Fence83424150.6%-1.9
Low Fence82483458.5%+10.9
Open82354742.7%-7.7
Rectangle75344145.3%-5.0
Single Wall53282552.8%+1.5
Full Fence and Open38182047.4%-4.8

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls55150.8%51.1%-0.3
No walls21751.2%49.7%+1.4

Walls against open: -1.7 points (95% range -9.6 to +6.2), p 0.670 — 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

Bird-Tat (Rank 33)2026/10/17147750.0%
ヘニオ (Rank 34)2026/10/17117463.6%
ガリバー (Rank 31)2026/09/27770100.0%
tamaneen (Rank 33)2026/09/22116554.5%
∈挙動不審∋ (Rank 34)2026/09/1797277.8%
okb@j>おーけーびー (Rank 29)2026/09/17138561.5%
★闘将拉麵男★ (Rank 36)2026/09/14114736.4%
ニトロ (Rank 36)2026/09/1483537.5%
BANANA (Rank 29)2026/09/0697277.8%
AlicerLandeel (Rank 31)2026/09/0575271.4%
イチゲン (Rank 27)2026/09/05128466.7%
インド人を右に (Rank 33)2026/09/02124833.3%
鳩男 (Rank 32)2026/09/02157846.7%
jiwoonpk (Rank 32)2026/09/0284450.0%
ジャキる。 (Rank 31)2026/09/0292722.2%
カミナリおやじ (Rank 33)2026/08/30106460.0%
rocketopunch (Rank 30)2026/08/3082625.0%
gimoring (Rank 26)2026/08/3094544.4%
うめおに。 (Rank 33)2026/08/2983537.5%
ちょいそる (Rank 28)2026/08/18178947.1%
MaBoy (Rank 33)2026/08/0481712.5%
漂泊の民回線ジプシー (Rank 35)2026/08/0381712.5%
cokeshi (Rank 30)2026/08/0297277.8%
pinturicchio (Rank 33)2026/07/2771614.3%
けいすけ新宿 (Rank 33)2026/07/2074357.1%

Round openings

Every character

forward dash into throwP+G1404.2%
Haisenchu1P1394.1%
evade up into crouch dash forward1153.4%
Rolling Savate6K+G1133.4%
Gyou'in Haishu3P1013.0%
Quick Shoulder66P+K into forward movement972.9%
evade down into Chubu Soutenkyaku66K942.8%
backdash into Elbow Butt4P872.6%
Tenshin Souchushou6P+K712.1%
backdash into Double Hammer Down43P692.0%
evade down into Elbow Butt4P651.9%
backward movement into evade up641.9%
offensive move581.7%
evade down571.7%
evade down into crouch dash forward561.7%

324 further openings account for the other 2,044 rounds.

Counted from 841 of the 848 matches played. The rest were not pulled for openings.

Shun

Career
1,047–992 · 51.4%
This season
380 matches · 50.8%
Peak rank
34

First hit in 47.0% of 1,485 rounds. Won 54.7% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 8.0% of rounds, against 2.6% in their other rounds.
  • Against Jacky: waits first in 8.0% of rounds, against 3.3% against everyone else.
  • After opening the round before by attacking: evades first in 26.9% of rounds, against 16.8% after anything else.
  • After winning a round: backs off first in 31.1% of rounds, against 7.7% after losing one.
  • When ahead: backs off first in 27.5% of rounds, against 15.3% when level or behind.
  • On no drinks: moves in first in 14.0% of rounds, against 7.2% on other drink counts.
  • In round 1: opens with “forward dash into P+G throw” in 13.3% of rounds, against 5.8% in their other rounds.
  • After losing a round: opens with “6P+K Tenshin Souchushou” in 6.8% of rounds, against 0.7% after winning one.
  • When behind: opens with “6P+K Tenshin Souchushou” in 6.7% of rounds, against 1.9% when ahead or level.
  • On no drinks: opens with “6P+K Tenshin Souchushou” in 6.2% of rounds, against 0.8% on other drink counts.

How is this tested?

Haisenchu1P1399.3%
forward dash into throwP+G1157.7%
Gyou'in Haishu3P1016.7%
evade down into Chubu Soutenkyaku66K946.3%
Tenshin Souchushou6P+K714.7%
offensive move583.9%
Senpu Soutai3K+G553.7%
evade up into crouch dash forward463.1%
Gyou'in Haishu3P into Tenshin Benshu4P+K392.6%
crouch dash forward into Kasen Zenbokushou6PP392.6%
backdash into offensive move362.4%
backdash into Kasen Gyou'in6P+K+G342.3%
evade up into Chubu Soutenkyaku66K342.3%
backward movement into Kasen Zenbokushou6PP322.1%
backward movement into evade up322.1%

139 further openings account for the other 574 rounds.

Counted from 376 of the 380 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
Jacky20–17 · 54%5–1 · 83%too few to test
Akira18–11 · 62%6–4 · 60%too few to test
Wolf13–13 · 50%1–2 · 33%too few to test
Lau9–11 · 45%4–1 · 80%too few to test
Lion5–10 · 33%2–2 · 50%too few to test
El Blaze7–2 · 78%7–6 · 54%too few to test
Shun4–7 · 36%3–3 · 50%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.

4 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?

Wolf

Career
997–935 · 51.6%
This season
280 matches · 49.3%
Peak rank
33

First hit in 41.0% of 1,093 rounds. Won 56.0% of the rounds they struck first, 48.5% of the rounds they were struck first.

Significant Tells

  • In round 2: attacks straight away in 40.4% of rounds, against 31.5% in their other rounds.
  • Against Akira: backs off first in 36.3% of rounds, against 15.7% against everyone else.
  • Against Akira: opens with “backdash into 4P Elbow Butt” in 17.6% of rounds, against 5.8% against everyone else.
  • After opening the round before with “66P+K Quick Shoulder into forward movement”: opens with “evade down into 4P Elbow Butt” in 12.7% of rounds, against 5.9% after anything else.

How is this tested?

Rolling Savate6K+G11310.2%
Quick Shoulder66P+K into forward movement978.8%
backdash into Elbow Butt4P877.9%
evade down into Elbow Butt4P655.9%
evade up into crouch dash forward464.2%
crouch dash forward into Gasp Kneel Palm Bomb6P+K413.7%
Heavy Middle Kick3K+G403.6%
evade down373.4%
evade up322.9%
Elbow Butt4P312.8%
evade up into Arrow Knuckle3P312.8%
evade up into Savate4K262.4%
guardG232.1%
backdash into Mow Down Chop1P+K211.9%
evade up into throwP+G211.9%

94 further openings account for the other 395 rounds.

Counted from 277 of the 280 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Wolf

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira12–10 · 55%10–11 · 48%too few to test
Jacky10–5 · 67%4–3 · 57%too few to test
Brad10–7 · 59%2–2 · 50%too few to test
Kage7–4 · 64%1–4 · 20%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.

3 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?

Jeffry

Career
394–370 · 51.6%
This season
188 matches · 53.2%
Peak rank
30

First hit in 41.6% of 764 rounds. Won 57.9% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

  • After opening the round before by waiting: waits first in 23.1% of rounds, against 11.4% after anything else.
  • After losing a round: moves in first in 11.9% of rounds, against 3.4% after winning one.

How is this tested?

backdash into Double Hammer Down43P699.0%
Overblow Shoulder66P+K466.0%
Hammer Slide1P into Grizzly Hammer1PP405.2%
guardG into Middle Hell Stab6P+K385.0%
crouch dash forward into throwP+G334.3%
backdash into Overblow Shoulder66P+K263.4%
evade down into Hell Dunk Elbow2P+K263.4%
evade up into crouch dash forward233.0%
backward movement into evade up202.6%
evade down into crouch dash forward192.5%
guardG182.4%
backdash into evade down162.1%
evade down141.8%
evade up into Hell Dunk Elbow2P+K141.8%
backdash into Kenka Hook46P131.7%

122 further openings account for the other 350 rounds.

By stage type

Record against each character on walled and open stages, as Jeffry

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf9–9 · 50%4–6 · 40%too few to test
Akira13–7 · 65%0–2 · 0%too few to test
Sarah5–8 · 38%6–2 · 75%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.

How is this tested?

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 (47 here; about 2.4 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
  • Wolf: 4 of 15 tests hold up
  • Jeffry: 2 of 15 tests hold up