VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

osaka_mouko4649

  • Dural
  • Lei Fei
  • Jacky
  • Jeffry
  • Lau
Career matches11,442
Career win rate46.8%
Round win rate47.3%
Peak rank28
Distinct opponents329
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1227 #3,367 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

Shun2810,0174,8205,19748.1%
Dural2576134042144.7%
Jacky212586419424.8%
Lei Fei222057113434.6%
Jeffry21120388231.7%
Lau2181255630.9%

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

3,808 of 4,398 rounds counted

7.7 inputs a second (459 a minute) this season. Faster than 63% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.84653,163
Dural7.5452313
Lei Fei7.1424133
Jacky6.840588
Jeffry6.438254
Lau7.142557

By opponent's character

Akira7.9473714
Jacky7.7460371
Aoi7.3439354
Wolf8.3496276
Pai7.7462282
Shun7.4444253
Kage7.8465186
Goh7.3437146
Jean7.3438153
Lau7.7464193
Sarah7.4443139
Lion7.9471141
Jeffry7.6456141
El Blaze7.7464110
Lei Fei7.243282
Eileen7.746183
Brad7.545273
Vanessa7.142631
Taka7.444251
Dural7.645629

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

Akira2051079852.2%+2.5
Jacky101475446.5%-1.6
Aoi100584258.0%+6.3
Wolf83384545.8%+2.4
Pai81433853.1%+6.3
Shun70284240.0%+1.0
Kage57302752.6%-2.6
Goh51203139.2%-11.0
Jean50123824.0%-22.2
Lau50311962.0%+4.2
Sarah44182640.9%-0.2
Lion43172639.5%-4.0
Jeffry39201951.3%+5.4
El Blaze27141351.9%+11.8
Lei Fei2691734.6%-5.9
Eileen25141156.0%+9.9
Brad2251722.7%-17.7
Vanessa147750.0%+2.6
Taka125741.7%+0.7
Dural71614.3%-17.2

1 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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

Full Fence130597145.4%-5.3
Low Fence122606249.2%+0.4
Rectangle122556745.1%-2.1
Octagon118546445.8%+2.7
Half Fence114546047.4%+4.5
Breakable Half Fence109515846.8%-2.7
Breakable Full Fence105446141.9%-5.9
Single Wall100485248.0%+1.7
Open96564058.3%+7.4
Full Fence and Open57292850.9%+1.8

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
Walls69845.4%46.7%-1.3
No walls31851.6%48.9%+2.7

Walls against open: -4.0 points (95% range -10.8 to +2.9), p 0.256 — 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

Fuji-Atsuka (Rank 21)2026/10/18129375.0%
jackgnhang (Rank 25)2026/10/18104640.0%
うをん (Rank 31)2026/10/17145935.7%
taj_god333 (Rank 27)2026/10/1494544.4%
manekinecogames (Rank 25)2026/10/111912763.2%
osAnKIRA (Rank 21)2026/10/11139469.2%
cs2skoda (Rank 23)2026/10/091771041.2%
ガンジャッキー(bunbun) (Rank 27)2026/10/081861233.3%
chimichama (Rank 21)2026/10/062219386.4%
委員ちょ (Rank 21)2026/10/061511473.3%
M&E (Rank 24)2026/10/0287187.5%
TaKaArAsHi573 (Rank 25)2026/09/291941521.1%
yasai (Rank 23)2026/09/26158753.3%
HaseMasa (Rank 25)2026/09/2497277.8%
しろ☆おび。@のびしろF (Rank 25)2026/09/24105550.0%
NEKOz (Rank 26)2026/09/23102820.0%
orz (Rank 27)2026/09/131441028.6%
失礼!スマッシュ☆彡 (Rank 27)2026/09/111331023.1%
けつ毛バーガーking (Rank 22)2026/09/041771041.2%
こて (Rank 26)2026/08/27118372.7%
格雷希欧 (Rank 23)2026/08/251411378.6%
dalmax72 (Rank 21)2026/08/21126650.0%
headup11 (Rank 25)2026/08/02114736.4%
フォアグラ (Rank 22)2026/07/311331023.1%
けいすけ新宿 (Rank 25)2026/07/22113827.3%

Round openings

Every character

crouch into Haisenchu1P73118.6%
crouch into Gyou'in Haishu3P3709.4%
Kasen Chugeki6P into Kasen Zenbokushou6PP2295.8%
evade down into Kasen Zenbokushou6PP2185.5%
punchP into Chougeki RigoutaiPK1383.5%
Tenshin Souchushou6P+K1353.4%
Tenshin Souchushou6P+K into Honshin TankaP+K1163.0%
crouch into Backer Shift Combination3KKKK1032.6%
kickK into Renhi ChougekiKK972.5%
Haisenchu1P822.1%
kickK641.6%
Gyou'in Haishu3P into Kasen Zenbokushou6PP611.6%
Gyou'in Haishu3P601.5%
punchP531.4%
kickK into crouch461.2%

329 further openings account for the other 1,435 rounds.

Counted from 991 of the 1,107 matches played. The rest were not pulled for openings.

Shun

Career
4,820–5,197 · 48.1%
This season
936 matches · 49.6%
Peak rank
28

First hit in 64.9% of 3,298 rounds. Won 50.0% of the rounds they struck first, 47.1% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 75.5% of rounds, against 20.4% in their other rounds.
  • After opening the round before by waiting: waits first in 24.4% of rounds, against 17.9% after anything else.
  • After the opponent opened the round before by evading: moves in first in 3.4% of rounds, against 1.0% after anything else.
  • After losing a round: waits first in 29.0% of rounds, against 11.2% after winning one.
  • When behind: waits first in 29.3% of rounds, against 12.9% when ahead or level.
  • On 1–4 drinks: waits first in 43.2% of rounds, against 19.5% on other drink counts.
  • After landing the first hit of the round before: evades first in 10.5% of rounds, against 7.5% after being hit first.
  • In round 1: opens with “crouch into 1P Haisenchu” in 72.7% of rounds, against 5.0% in their other rounds.
  • Against Aoi: opens with “6P Kasen Chugeki into 6PP Kasen Zenbokushou” in 16.5% of rounds, against 5.8% against everyone else.
  • After opening the round before with “crouch into 1P Haisenchu”: opens with “crouch into 1P Haisenchu” in 8.6% of rounds, against 3.6% after anything else.
  • After losing a round: opens with “crouch into 1P Haisenchu” in 9.3% of rounds, against 0.5% after winning one.
  • When behind: opens with “crouch into 1P Haisenchu” in 9.7% of rounds, against 1.0% when ahead or level.
  • On 1–4 drinks: opens with “crouch into 1P Haisenchu” in 26.3% of rounds, against 4.2% on other drink counts.

How is this tested?

crouch into Haisenchu1P73122.1%
crouch into Gyou'in Haishu3P37011.2%
Kasen Chugeki6P into Kasen Zenbokushou6PP2296.9%
evade down into Kasen Zenbokushou6PP2186.6%
punchP into Chougeki RigoutaiPK1384.2%
Tenshin Souchushou6P+K1354.1%
Tenshin Souchushou6P+K into Honshin TankaP+K1163.5%
kickK into Renhi ChougekiKK972.9%
Haisenchu1P822.5%
kickK631.9%
Gyou'in Haishu3P into Kasen Zenbokushou6PP611.8%
Gyou'in Haishu3P601.8%
kickK into crouch461.4%
kickK into Gyousentai2K451.4%
offensive move421.3%

160 further openings account for the other 878 rounds.

Counted from 834 of the 936 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
Akira53–44 · 55%21–21 · 50%+12.2
Aoi34–24 · 59%18–6 · 75%too few to test
Jacky31–27 · 53%10–7 · 59%too few to test
Wolf21–27 · 44%11–8 · 58%too few to test
Pai20–18 · 53%9–7 · 56%too few to test
Shun12–17 · 41%5–9 · 36%too few to test
Kage14–14 · 50%10–2 · 83%too few to test
Goh9–14 · 39%5–8 · 38%too few to test
Lau11–8 · 58%10–6 · 62%too few to test
Lion8–14 · 36%5–8 · 38%too few to test
Jean9–20 · 31%2–0 · 100%too few to test
Sarah9–10 · 47%1–4 · 20%too few to test
El Blaze5–7 · 42%5–3 · 62%too few to test
Jeffry5–4 · 56%9–2 · 82%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

102 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?

Dural

Career
340–421 · 44.7%
This season
85 matches · 41.2%
Peak rank
25

First hit in 67.6% of 296 rounds. Won 51.5% of the rounds they struck first, 35.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Backer Shift Combination3KKKK10334.6%
punchP into Punch High KickPK258.4%
Side Kick Combination3KKK into Backer Shift Combination3KKKK217.0%
backdash into guardG113.7%
punchP into One TwoPP113.7%
backdash into Backer Shift Combination3KKKK103.4%
Slant Back Knuckle1P into High Spin Kick1PK82.7%
crouch into down-back kick+guard1K+G82.7%
punchP72.4%
forward dash into throwP+G62.0%
punchP into Dragonfish Blow6PP51.7%
Slant Back Knuckle1P into Susuharai1PP41.3%
crouch dash back into guardG41.3%
crouch into Dragon Smash Cannon1K41.3%
Dragon Smash Cannon1K31.0%

48 further openings account for the other 68 rounds.

Counted from 73 of the 85 matches played. The rest were not pulled for openings.

Lei Fei

Career
71–134 · 34.6%
This season
32 matches · 31.2%
Peak rank
22

First hit in 50.8% of 124 rounds. Won 44.4% of the rounds they struck first, 37.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

SokutankyakuK+G1814.5%
punchP86.5%
crouch dash back into guardG64.8%
Shazen Tenshin Haikyaku8K into Tenshin Senputai8KK54.0%
backdash into guardG54.0%
crouch dash back into evade down54.0%
Kochouheki (Deflect)236P+K into Kinkei DokuritsuP+K43.2%
SokutankyakuK+G into Shishi DaichoukouK+GP43.2%
Souhikyaku9K+G43.2%
Katoken3P+K into Kochouheki (Deflect)236P+K32.4%
Kochouheki (Deflect)236P+K into Kongou HekikenP+KP32.4%
Soushou2P+K into Kongou Renshin HoudaP+KPP32.4%
Toukyaku66K into Rigoutai6K32.4%
backdash into evade up32.4%
evade up into guardG32.4%

39 further openings account for the other 47 rounds.

Counted from 30 of the 32 matches played. The rest were not pulled for openings.

Jacky

Career
64–194 · 24.8%
This season
25 matches · 32.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Slide Shuffle (Deflect)4P+K+G88.8%
punchP into Punch High KickPK88.8%
crouch into Middle Kick3K77.7%
crouch into Slant Back Knuckle1P77.7%
Slant Back Knuckle1P into Rage Kick1PK66.6%
punchP into Spinning Arm Kick4PK44.4%
Slant Back Knuckle1P into Switch Spin KickP+K+GK33.3%
guardG33.3%
Dragon Combination 11P+K into Beat & Back KnuckleP+KP22.2%
Middle Smash Back Knuckle6PP into Rib CrushPP6PPP22.2%
Middle Spin Kick46K+G into Spinning KickK+G22.2%
Slant Back Knuckle1P22.2%
Slant Back Knuckle1P into Spinning Arm Kick4PK22.2%
backdash into guardG22.2%
crouch into Lightning Kick 12K+G22.2%

26 further openings account for the other 31 rounds.

Jeffry

Career
38–82 · 31.7%
This season
15 matches · 26.7%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Elbow66P into Dash Elbow Upper66PP1933.3%
Knee Push4K into Knee Push Wild Hook4KP1017.5%
Body CrushP+K into Double CrushP+KP23.5%
Elbow Butt6P into Elbow Hammer6PP23.5%
crouch dash back into guardG23.5%
crouch into Drop Anchor1K+G23.5%
forward movement into punchP23.5%
guardG23.5%
punchP23.5%
Double Hammer Down43P into Rising Hammer43PP11.8%
Knee Push4K11.8%
Knee Push4K into Stunner KnuckleKP11.8%
Knee Push4K into kickK11.8%
backdash into backward movement11.8%
backdash into evade down11.8%

8 further openings account for the other 8 rounds.

Lau

Career
25–56 · 30.9%
This season
14 matches · 21.4%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Senchutai3K1017.5%
Chugeki6P into Hou'ou Soushou6PP610.5%
backdash into guardG47.0%
crouch dash back into guardG47.0%
Hi'en Tenshinshou44P into Hi'en Renshou44PP35.3%
crouch into down-back kick+guard1K+G35.3%
Genchi Senpukyaku8K+G into Rakuchi Kobikyaku8K+GK23.5%
guardG23.5%
punchP into RenkentaiPK23.5%
Chisoutai2K+G into Kasoutai2K11.8%
Hi'en Tenshinshou44P into Hi'en Soukyaku44PK11.8%
Honshin Hekiken1P+K into Sako Soushou4P+K11.8%
Sako Soushou4P+K into Tenshin EngekishouP+K11.8%
Senchutai3K11.8%
Tenshin EngekishouP+K into punchP11.8%

15 further openings account for the other 15 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 (20 here; about 1.0 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: 13 of 20 tests hold up
  • Dural: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Lau: not tested (too few rounds)