VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Shun

shogun-iwaki

  • Wolf
  • Kage
Career matches8,367
Career win rate50.0%
Round win rate48.3%
Peak rank36
Distinct opponents231
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1639 #1,107 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

Shun365,0732,5072,56649.4%
Wolf312,4921,2561,23650.4%
Kage3180242437852.9%

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

1,484 of 2,907 rounds counted

7.2 inputs a second (429 a minute) this season. Faster than 50% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.5451827
Wolf6.7403476
Kage6.6393181

By opponent's character

Jeffry7.3440158
Wolf7.1425127
Jacky7.5450128
Akira7.3441155
Shun6.740073
Goh7.2430119
El Blaze7.243494
Sarah7.2432145
Brad6.740435
Aoi6.740296
Lau7.544860
Vanessa7.444549
Jean6.740075
Kage6.941135
Lion7.645763
Pai6.639617
Lei Fei6.237214
Dural7.645515
Eileen6.840513
Taka6.639713

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

Jeffry83473656.6%+14.8
Wolf73353848.0%-0.7
Jacky66264039.4%-7.1
Akira64253939.1%-5.8
Shun55272849.1%-1.4
Goh53252847.2%+1.9
El Blaze42212150.0%+2.7
Sarah42222052.4%+2.5
Brad37152240.5%-9.3
Aoi36181850.0%+2.8
Lau35132237.1%-9.6
Vanessa33191457.6%+5.4
Jean27151255.6%+4.6
Kage26131350.0%+1.6
Lion2091145.0%+0.3
Pai134930.8%-17.4
Lei Fei63350.0%-2.3
Dural52340.0%-1.2
Eileen42250.0%+7.7
Taka41325.0%-17.5

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Octagon96445245.8%-1.2
Breakable Half Fence84354941.7%-4.5
Breakable Full Fence82453754.9%+8.0
Full Fence74334144.6%-5.2
Rectangle71284339.4%-8.1
Half Fence67283941.8%-4.2
Low Fence67353252.2%+3.9
Single Wall65353053.9%+6.0
Open58273146.5%+0.8
Full Fence and Open28171160.7%+14.8

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
Walls47444.9%47.0%-2.1
No walls19051.1%47.7%+3.3

Walls against open: -5.4 points (95% range -13.8 to +3.0), p 0.209 — 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

ゲッパー (Rank 37)2026/07/2793633.3%
ふぇに (Rank 33)2026/07/131661037.5%
漂泊の民回線ジプシー (Rank 35)2026/07/13189950.0%
司馬 威太郎 (Rank 33)2026/07/0272528.6%
★闘将拉麵男★ (Rank 33)2026/07/02119281.8%
会長さん (Rank 31)2026/07/02107370.0%
スナ (Rank 35)2026/06/30146842.9%
ぬっき~@ 超小心者 (Rank 33)2026/06/2292722.2%
へっぽこラウ (Rank 32)2026/06/2172528.6%
獣王(設定2) (Rank 30)2026/06/2126151157.7%
nanbara (Rank 37)2026/06/2183537.5%
LEO (Rank 32)2026/06/1774357.1%
ちょいそる (Rank 33)2026/06/1763350.0%
音の勢-リック (Rank 30)2026/06/1573442.9%
Light (Rank 29)2026/06/1584450.0%
鳩男 (Rank 31)2026/06/14136746.1%
cokeshi (Rank 29)2026/06/1494544.4%
アドリブ使い (Rank 33)2026/06/14104640.0%
のみ (Rank 33)2026/06/0774357.1%
テクノモデル (Rank 35)2026/05/26103730.0%
マグロ親方 (Rank 30)2026/05/2683537.5%
yas_md (Rank 32)2026/05/2461516.7%
ぼっさん (Rank 34)2026/05/1762433.3%
orz (Rank 28)2026/05/16108280.0%
ふかふか (Rank 36)2026/05/1063350.0%

Round openings

Every character

guardG2227.6%
crouch into Haisenchu1P1194.1%
crouch dash back into evade down1154.0%
guardG into evade down993.4%
Rolling Savate6K+G983.4%
Quick Shoulder66P+K873.0%
crouch dash forward into evade down873.0%
crouch dash back into Gyou'in Haishu3P692.4%
crouch into Low Hammer2P672.3%
guardG into evade up652.2%
evade down into guardG572.0%
Getsuga Gakushu46P471.6%
guardG into Ryubikyaku8K+G391.3%
Getsuga Gakushu46P into punchP381.3%
crouch into Fukuchougeki2P381.3%

440 further openings account for the other 1,665 rounds.

Shun

Career
2,507–2,566 · 49.4%
This season
338 matches · 45.6%
Peak rank
36

First hit in 54.5% of 1,326 rounds. Won 49.2% of the rounds they struck first, 42.9% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 12.1% of rounds, against 1.5% in their other rounds.
  • Against Sarah: backs off first in 40.9% of rounds, against 18.7% against everyone else.
  • After opening the round before by waiting: waits first in 46.9% of rounds, against 36.1% after anything else.
  • On no drinks: moves in first in 17.9% of rounds, against 7.3% on other drink counts.
  • In round 4 or later: opens with “crouch into 1P Haisenchu” in 16.5% of rounds, against 6.4% in their other rounds.
  • Against Akira: opens with “G guard” in 12.9% of rounds, against 3.3% against everyone else.
  • After losing a round: opens with “crouch dash back into 3P Gyou'in Haishu” in 8.1% of rounds, against 2.2% after winning one.
  • When behind: opens with “crouch dash back into 3P Gyou'in Haishu” in 8.1% of rounds, against 2.9% when ahead or level.

How is this tested?

crouch into Haisenchu1P1198.9%
crouch dash back into Gyou'in Haishu3P695.2%
guardG574.3%
crouch dash forward into evade down564.2%
crouch dash back into evade down534.0%
Getsuga Gakushu46P473.5%
guardG into evade down423.1%
guardG into Ryubikyaku8K+G392.9%
Getsuga Gakushu46P into punchP382.8%
crouch into Fukuchougeki2P382.8%
guardG into evade up292.2%
evade down into guardG231.7%
guardG into Gyou'in Haishu3P231.7%
crouch into Gyou'in Haishu3P221.6%
offensive move into evade down211.6%

193 further openings account for the other 660 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jeffry13–9 · 59%8–9 · 47%too few to test
Akira8–11 · 42%5–8 · 38%too few to test
Jacky6–17 · 26%5–2 · 71%too few to test
Goh11–9 · 55%1–3 · 25%too few to test
Wolf11–10 · 52%2–3 · 40%too few to test
Sarah6–9 · 40%5–1 · 83%too few to test
Lau4–12 · 25%3–3 · 50%too few to test
Vanessa8–7 · 53%2–2 · 50%too few to test
El Blaze4–9 · 31%5–1 · 83%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?

Wolf

Career
1,256–1,236 · 50.4%
This season
251 matches · 45.4%
Peak rank
31

First hit in 50.4% of 1,019 rounds. Won 52.1% of the rounds they struck first, 45.0% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 16.3% of rounds, against 2.8% in their other rounds.
  • Against El Blaze: backs off first in 45.0% of rounds, against 11.5% against everyone else.
  • After opening the round before by waiting: waits first in 53.0% of rounds, against 37.6% after anything else.
  • In round 4 or later: opens with “66P+K Quick Shoulder” in 13.9% of rounds, against 6.4% in their other rounds.
  • Against Shun: opens with “G guard” in 23.7% of rounds, against 9.3% against everyone else.
  • After winning a round: opens with “6K+G Rolling Savate” in 15.3% of rounds, against 7.9% after losing one.

How is this tested?

guardG11010.7%
Rolling Savate6K+G989.5%
Quick Shoulder66P+K878.4%
crouch into Low Hammer2P676.5%
guardG into evade down403.9%
crouch dash back into evade down343.3%
backdash into Quick Shoulder66P+K242.3%
evade down into guardG242.3%
crouch into Heavy Middle Kick3K+G191.8%
guardG into evade up191.8%
crouch dash forward into Toe Kick Side4K+GK181.8%
crouch dash forward into evade down181.8%
guardG into Rolling Savate6K+G151.4%
guardG into Low Hammer2P141.4%
guardG into Heavy Middle Kick3K+G131.3%

153 further openings account for the other 431 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf8–14 · 36%6–6 · 50%too few to test
Jeffry7–8 · 47%6–3 · 67%too few to test
Shun5–8 · 38%1–4 · 20%too few to test
Jacky6–9 · 40%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.

How is this tested?

Kage

Career
424–378 · 52.9%
This season
135 matches · 54.8%
Peak rank
31

First hit in 51.1% of 544 rounds. Won 54.0% of the rounds they struck first, 51.1% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 11.9% of rounds, against 1.2% in their other rounds.
  • Against Jeffry: backs off first in 37.0% of rounds, against 20.0% against everyone else.
  • In round 2: opens with “46P+K Hagakure-ryu In Raijingeki into P+K+G Hagakure-ryu You Jumonji Kamae” in 13.4% of rounds, against 4.1% in their other rounds.

How is this tested?

guardG5510.1%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu You Jumonji KamaeP+K+G356.4%
crouch dash back into evade down285.1%
crouch into Jizuridan2P244.4%
Ryubisen44K+G193.5%
guardG into evade down173.1%
guardG into evade up173.1%
crouch dash forward into evade down132.4%
Ryu'eikyaku66K112.0%
backdash into Hagakure-ryu In Shippujin4P+K+G112.0%
guardG into Hiji'uchi6P112.0%
evade down into guardG101.8%
Fusenjin3P into Shippuzan3PP91.6%
Hiji'uchi6P91.6%
backward movement into Nagiharai6P+K91.6%

135 further openings account for the other 267 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 (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: 8 of 18 tests hold up
  • Wolf: 6 of 15 tests hold up
  • Kage: 3 of 14 tests hold up