VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

grumace

  • Pai
  • Vanessa
Career matches737
Career win rate72.2%
Round win rate70.2%
Peak rank34
Distinct opponents60
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1761 #507 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

Shun341961583880.6%
Jeffry—145974866.9%
Pai2782651779.3%
El Blaze—70482268.6%
Jacky—70422860.0%
Dural—59372262.7%
Kage—54381670.4%
Lau—3829976.3%
Jean—11110100.0%
Akira—63350.0%
Vanessa2164266.7%

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

620 of 680 rounds counted

7.4 inputs a second (442 a minute) this season. Faster than 56% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.6457335
Pai7.1427258
Vanessa6.740127

By opponent's character

Akira7.242975
Jacky7.645579
Wolf7.645763
Shun7.545154
Aoi7.344045
Pai7.142632
Brad7.344034
Goh7.343930
Jeffry6.539025
Vanessa7.444215
Kage7.142616
Taka7.847132
Sarah7.042328
Lei Fei7.343920
Lion7.746221
El Blaze7.745916
Jean6.941515
Lau7.444214
Eileen7.64556

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

Akira2218481.8%+5.9
Jacky2012860.0%-8.7
Wolf1817194.4%+7.9
Shun1614287.5%+1.1
Aoi1210283.3%+0.9
Pai126650.0%-20.4
Brad10100100.0%+8.5
Goh990100.0%+9.7
Jeffry96366.7%+6.1
Vanessa98188.9%-0.3
Kage880100.0%+26.0
Taka84450.0%-35.5
Sarah75271.4%-10.5
Lei Fei54180.0%-1.2
Lion54180.0%-11.4
El Blaze440100.0%+15.5
Jean42250.0%-6.2
Lau440100.0%+15.0
Eileen220100.0%+5.4

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

Full Fence2420483.3%+0.6
Breakable Half Fence2216672.7%-9.2
Open2117481.0%+5.4
Rectangle2115671.4%-4.6
Half Fence1916384.2%+2.3
Single Wall1612475.0%-1.4
Octagon1411378.6%-6.6
Breakable Full Fence13130100.0%+12.0
Low Fence1210283.3%+7.7
Full Fence and Open770100.0%+6.2

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
Walls11380.5%81.9%-1.3
No walls4979.6%76.2%+3.4

Walls against open: -4.7 points (95% range -17.8 to +8.3), p 0.477 — 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

Da-Goat-Pawn (Rank 30)2026/09/0383537.5%
ulilb1ckard (Rank 32)2026/08/25440100.0%
STOPMOTION (Rank 26)2026/08/2476185.7%
ShooterMcJacky (Rank 32)2026/08/24440100.0%
DJ_Clarknova (Rank 29)2026/08/2332166.7%
Blurring (Rank 27)2026/08/2254180.0%
Monroe (Rank 31)2026/08/2162433.3%
DARKREAPER543 (Rank 28)2026/08/05660100.0%
bootywarrior (Rank 21)2026/08/04660100.0%
Gold---Mole (Rank 27)2026/08/0454180.0%
Sonnnnnnnnnn-1 (Rank 20)2026/07/31440100.0%
TeamKhris (Rank 21)2026/07/31440100.0%
FB.GG@LEWIStheRED (Rank 21)2026/07/2054180.0%
saintgurmeet (Rank 26)2026/07/1653260.0%
THEWEIAND (Rank 26)2026/07/0596366.7%
leefung._ (Rank 30)2026/07/0532166.7%
DDRMONKEY (Rank 24)2026/07/0443175.0%
Bueno (Rank 20)2026/07/04440100.0%
HATCHETHARRY-002 (Rank 29)2026/06/2832166.7%
Bandit-the-Rogue (Rank 29)2026/06/1832166.7%
BaconOmelette (Rank 23)2026/06/1732166.7%
Sana-Kan (Rank 23)2026/06/17440100.0%
DUCKSEASON (Rank 35)2026/05/2832166.7%
ShinAssassin669 (Rank 27)2026/05/2142250.0%
Vogue (Rank 8)2026/03/28440100.0%

Round openings

Every character

backdash into evade down8512.5%
forward movement into punchP507.3%
Rensai Gakushu46PP into Rengeki Gakushu46PPP446.5%
backdash into Gyou'in Haishu3P416.0%
backdash into Souanshou3P+K263.8%
forward movement into RenshouPP253.7%
Gyou'in Haishu3P172.5%
backdash into throw escape142.1%
offensive move142.1%
backdash into Honshin Soukyaku1K+G121.8%
Haisenchu1P111.6%
backdash into throwP+G111.6%
backward movement into Gekizan Senchu3P+K111.6%
backward movement into Kasen Zenbokushou6PP101.5%
Getsuga Gakushu46P into Rensai Gakushu46PP91.3%

156 further openings account for the other 300 rounds.

Shun

Career
158–38 · 80.6%
This season
107 matches · 80.4%
Peak rank
34

First hit in 51.9% of 395 rounds. Won 70.7% of the rounds they struck first, 69.5% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 63.6% of rounds, against 37.2% in their other rounds.
  • After losing a round: attacks straight away in 64.9% of rounds, against 35.1% after winning one.
  • In round 1: opens with “backdash into 3P Gyou'in Haishu” in 20.6% of rounds, against 6.6% in their other rounds.

How is this tested?

Rensai Gakushu46PP into Rengeki Gakushu46PPP4411.1%
backdash into evade down4310.9%
backdash into Gyou'in Haishu3P4110.4%
Gyou'in Haishu3P174.3%
offensive move143.5%
Haisenchu1P112.8%
backward movement into Gekizan Senchu3P+K112.8%
backward movement into Kasen Zenbokushou6PP102.5%
Getsuga Gakushu46P into Rensai Gakushu46PP92.3%
forward movement into punchP92.3%
Kasen Chugeki6P into Kasen Zenbokushou6PP71.8%
Toukyaku6K+G71.8%
backdash into throwP+G71.8%
backdash into throw escape71.8%
Gyou'in Haishu3P into guardG61.5%

74 further openings account for the other 152 rounds.

Pai

Career
65–17 · 79.3%
This season
70 matches · 80.0%
Peak rank
27

First hit in 57.8% of 258 rounds. Won 72.5% of the rounds they struck first, 68.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down4216.3%
forward movement into punchP4115.9%
backdash into Souanshou3P+K2610.1%
forward movement into RenshouPP259.7%
backdash into Honshin Soukyaku1K+G124.7%
backdash into throw escape72.7%
backdash into evade up62.3%
backdash into Ensei Soushouheki4P51.9%
Rikensui1P41.6%
backdash into Bajou Kaikyuu236P41.6%
backdash into throwP+G41.6%
Ensei Haikyaku4K into Sensaitai2K31.2%
Senchutai3K31.2%
backdash into Kochoukyaku4K+G31.2%
backdash into Senkyaku Chushou3KP31.2%

54 further openings account for the other 70 rounds.

Vanessa

Career
4–2 · 66.7%
This season
7 matches · 71.4%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP27.4%
Defensive Style: backdash into evade down27.4%
Offensive Style: backdash into Bunker Buster9P27.4%
Defensive Style: Defensive Elbow (Deflect)13.7%
Defensive Style: backdash into Back Knuckle High6PK13.7%
Defensive Style: backdash into Bone Crush Middle3K13.7%
Defensive Style: backdash into Boomerang Hook3P+K13.7%
Defensive Style: backdash into Cut Upper3P13.7%
Defensive Style: backdash into Low Spin Slicer2K+G13.7%
Defensive Style: backdash into Parrying High Kick (Deflect)46K13.7%
Defensive Style: backdash into punchP13.7%
Defensive Style: backdash into throw escape13.7%
Defensive Style: backward movement into evade down13.7%
Defensive Style: backward movement into throw escape13.7%
Defensive Style: kick into Switch Left SlicerKK13.7%

9 further openings account for the other 9 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 (16 here; about 0.8 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: 3 of 16 tests hold up
  • Pai: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)