VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

he2ho2

  • Goh
  • Lau
Career matches465
Career win rate61.1%
Round win rate55.7%
Peak rank33
Distinct opponents37
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1572 #1,527 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

Shun3345427917561.5%
Goh2684450.0%
Lau2631233.3%

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

182 of 291 rounds counted

7.9 inputs a second (472 a minute) this season. Faster than 68% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun8.0479135
Goh7.545143
Lau7.64564

By opponent's character

Lei Fei7.847035
Akira7.947221
Pai7.444240
Goh7.947516
Jeffry8.04807
Brad8.551011
Lau8.75235
Sarah7.84689
Shun8.450313
Vanessa9.25528
El Blaze7.14283
Wolf7.34419
Lion7.84665

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

Lei Fei1613381.2%+29.0
Akira91811.1%-50.5
Pai94544.4%-25.8
Goh53260.0%-2.4
Jacky440100.0%+15.3
Jeffry42250.0%-8.8
Brad32166.7%-0.2
Lau32166.7%+4.1
Sarah32166.7%+20.2
Shun32166.7%-7.9
Taka330100.0%+37.8
Vanessa32166.7%-2.0
El Blaze21150.0%-20.2
Jean220100.0%+45.5
Wolf21150.0%-28.5
Eileen110100.0%+40.4
Lion110100.0%+42.9

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 Fence107370.0%-3.6
Breakable Half Fence85362.5%-0.2
Full Fence and Open84450.0%-16.4
Low Fence84450.0%-13.5
Octagon87187.5%+28.9
Rectangle75271.4%+10.9
Breakable Full Fence61516.7%-42.9
Half Fence65183.3%+25.5
Single Wall54180.0%+18.1
Open31233.3%-31.2

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
Walls4566.7%63.4%+3.3
No walls1656.2%62.6%-6.3

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

アオゾラ。aozora (Rank 29)2026/09/2532166.7%
安全パイ (Rank 23)2026/09/2531233.3%
えびもち (Rank 35)2026/09/0654180.0%
candygaly11 (Rank 34)2026/09/06220100.0%
黒シャツ (Rank 33)2026/08/3053260.0%
CELIS (Rank 27)2026/08/301010.0%
NoMark/ノーマーク (Rank 27)2026/08/3032166.7%
ねこまじん (Rank 32)2026/08/05220100.0%
けいすけ新宿 (Rank 33)2026/08/0521150.0%
フルメタル (Rank 29)2026/07/21110100.0%
うるヲ参拾 (Rank 37)2026/06/2821150.0%
AlicerLandeel (Rank 31)2026/06/242020.0%
会長さん (Rank 34)2026/05/212020.0%
クレウル (Rank 33)2026/05/212020.0%
fwnd1396 (Rank 34)2026/05/211010.0%
kagesada (Rank 40)2026/05/212020.0%
ヘニオ (Rank 31)2026/05/201010.0%
金平糖 (Rank 33)2026/05/1121150.0%
てーらい (Rank 32)2026/05/1054180.0%
Kwiitter_KR (Rank 30)2026/05/1021150.0%
ctraum (Rank 32)2026/05/052020.0%
伍の人 (Rank 27)2026/04/24110100.0%
すずもも (Rank 21)2026/04/12440100.0%
Sun-sin (Rank 16)2026/04/04330100.0%
bpenn23 (Rank 16)2026/04/04330100.0%

Round openings

Every character

crouch into Haisenchu1P4114.1%
offensive move196.5%
offensive move into guardG196.5%
crouch dash back into guardG113.8%
evade down into guardG103.4%
Rensai Gakushu46PP into Rengeki Gakushu46PPP93.1%
Getsuga Gakushu46P into Getsuga Gyou'in46PP+K82.8%
Getsuga Gakushu46P into Rensai Gakushu46PP82.8%
crouch dash forward into evade down72.4%
Gyou'in Haishu3P into crouch51.7%
Shinho Suikoushu43P+K51.7%
crouch dash back into evade down51.7%
crouch into Fukuchougeki2P51.7%
forward dash into Tenshin Souchushou6P+K51.7%
guardG into evade down51.7%

90 further openings account for the other 129 rounds.

Shun

Career
279–175 · 61.5%
This season
63 matches · 65.1%
Peak rank
33

First hit in 53.5% of 243 rounds. Won 58.5% of the rounds they struck first, 56.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Haisenchu1P4116.8%
offensive move197.8%
offensive move into guardG197.8%
Rensai Gakushu46PP into Rengeki Gakushu46PPP93.7%
crouch dash back into guardG93.7%
Getsuga Gakushu46P into Getsuga Gyou'in46PP+K83.3%
Getsuga Gakushu46P into Rensai Gakushu46PP83.3%
Gyou'in Haishu3P into crouch52.0%
Shinho Suikoushu43P+K52.0%
crouch into Fukuchougeki2P52.0%
forward dash into Tenshin Souchushou6P+K52.0%
offensive move into Kousoku Kouhi Soushu17P+K+GP+K52.0%
Gyou'in Haishu3P41.6%
Gyou'in Haishu3P into Dokuritsu Kanpai46P+K41.6%
backdash into evade down41.6%

67 further openings account for the other 94 rounds.

Goh

Career
4–4 · 50.0%
This season
9 matches · 55.6%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG716.3%
crouch dash forward into evade down511.6%
crouch dash back into evade down37.0%
crouch dash back into Kokuryusatsu Ichi46P+K24.7%
crouch dash back into guardG24.7%
crouch dash forward into guardG24.7%
evade down into Soukyu46P24.7%
backdash into guardG12.3%
crouch dash back into Karura4P+K12.3%
crouch dash back into Soukyu46P12.3%
crouch dash back into throwP+G12.3%
crouch dash forward into Kirin33P12.3%
crouch dash forward into Kokuryusatsu Ichi46P+K12.3%
crouch into Kirin33P12.3%
crouch into Maegeri3K12.3%

12 further openings account for the other 12 rounds.

Lau

Career
1–2 · 33.3%
This season
1 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Renkanshou3PPP into Renshou Tenshinkyaku3PPPK250.0%
crouch dash back into crouch125.0%
crouch dash back into evade down125.0%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Shun: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Lau: not tested (too few rounds)