VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

RIKI

  • Sarah
  • Eileen
  • Goh
  • Aoi
Career matches1,513
Career win rate53.9%
Round win rate50.3%
Peak rank27
Distinct opponents69
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1430 #2,465 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

Shun2735218616652.8%
Eileen2734117616551.6%
Sarah2631818013856.6%
Goh2525615110559.0%
Aoi2524612312350.0%

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

269 of 461 rounds counted

7.6 inputs a second (456 a minute) this season. Faster than 62% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah7.6455247
Goh7.745918
Aoi8.45064

By opponent's character

Wolf7.544943
Aoi7.846530
Jeffry8.450323
Lau7.645831
Akira6.941415
Pai8.450318
Sarah6.941224
Jacky7.444421
Goh7.746214
Dural7.444514
Kage7.846515
Vanessa7.34364
Shun8.148710
Jean7.74614
Taka6.53923

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

Wolf2051525.0%-23.8
Aoi158753.3%+1.7
Jeffry127558.3%+13.3
Lau116554.5%+1.2
Akira106460.0%+10.8
Pai94544.4%+1.1
Sarah87187.5%+30.8
Jacky64266.7%+10.9
Goh53260.0%+13.8
Dural4040.0%-41.1
Kage42250.0%+6.0
Vanessa41325.0%-6.2
Shun21150.0%-24.7
Eileen110100.0%+50.9
Jean1010.0%-40.0
Lei Fei110100.0%+50.9
Lion1010.0%-40.7
Taka1010.0%-62.2

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

Half Fence168850.0%-1.9
Open1551033.3%-9.4
Breakable Full Fence149564.3%+17.4
Low Fence148657.1%+0.7
Single Wall115645.5%+5.3
Full Fence95455.6%+11.6
Rectangle95455.6%+1.7
Octagon82625.0%-33.3
Breakable Half Fence61516.7%-22.2
Full Fence and Open52340.0%+0.2

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
Walls6248.4%49.6%-1.2
No walls4045.0%46.5%-1.5

Walls against open: +0.3 points (95% range -20.4 to +21.0), p 0.976 — 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

ありがとナス (Rank 27)2026/09/123030.0%
HB (Rank 29)2026/06/282020.0%
ultraman81 (Rank 23)2026/06/282020.0%
タマゴン(GTR) (Rank 27)2026/06/2732166.7%
こて (Rank 25)2026/06/272020.0%
avolpe (Rank 23)2026/06/20220100.0%
Multipla (Rank 23)2026/06/20220100.0%
user (Rank 26)2026/06/0731233.3%
龍仙人【鬼手仏心】 (Rank 28)2026/06/072020.0%
がんぴーさん【S.R.G.M】 (Rank 25)2026/06/0742250.0%
なっちゃんねる (Rank 27)2026/06/0731233.3%
yabo (Rank 23)2026/06/06330100.0%
elbowcommand (Rank 28)2026/06/062020.0%
ほーげつ (Rank 28)2026/06/064040.0%
neco (Rank 21)2026/05/3121150.0%
セロニアス (Rank 24)2026/05/31330100.0%
Player2501 (Rank 30)2026/05/112020.0%
ぼぐたん (Rank 26)2026/05/11440100.0%
DC (Rank 24)2026/05/1131233.3%
Tazza (Rank 26)2026/05/11220100.0%
UMAGON (Rank 23)2026/05/1132166.7%
XiaoMing.SH (Rank 27)2026/04/193030.0%
めかざわ (Rank 23)2026/04/1921150.0%
ER_higante (Rank 27)2026/04/1941325.0%
Ishmokin (Rank 21)2026/04/19330100.0%

Round openings

Every character

guardG224.7%
Rising Elbow6P194.1%
crouch dash forward into guardG194.1%
crouch into Leg Slicer2K+G194.1%
punchP102.2%
Jab StraightPP into Flash Piston PunchPPP81.7%
crouch dash forward into Rising Elbow6P81.7%
crouch dash forward into Gyou'in Haishu3P71.5%
crouch dash back into Gyou'in Haishu3P61.3%
crouch dash back into guardG61.3%
Back Spin KickK+G51.1%
Sharpsword44K into Sharpsword Combo44KK51.1%
backward movement into Tenshin Souchushou6P+K51.1%
crouch dash forward into punchP51.1%
evade down into backdash51.1%

215 further openings account for the other 315 rounds.

Sarah

Career
180–138 · 56.6%
This season
62 matches · 43.5%
Peak rank
26

First hit in 51.7% of 240 rounds. Won 54.0% of the rounds they struck first, 43.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rising Elbow6P197.6%
crouch into Leg Slicer2K+G197.6%
guardG104.0%
Jab StraightPP into Flash Piston PunchPPP83.2%
crouch dash forward into Rising Elbow6P83.2%
punchP83.2%
Back Spin KickK+G52.0%
Sharpsword44K into Sharpsword Combo44KK52.0%
crouch dash forward into punchP52.0%
Hide Side Kick (Deflect)P+K41.6%
crouch dash forward into guardG41.6%
forward dash into Low Spin Kick3K+G41.6%
crouch dash back into Double Rise Kick4P+K31.2%
crouch dash back into Dragon Smash Cannon1K31.2%
crouch dash forward into Back Spin KickK+G31.2%

106 further openings account for the other 141 rounds.

Shun

Career
186–166 · 52.8%
This season
41 matches · 56.1%
Peak rank
27

First hit in 52.4% of 166 rounds. Won 54.0% of the rounds they struck first, 54.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into guardG127.2%
guardG95.4%
crouch dash forward into Gyou'in Haishu3P74.2%
crouch dash back into Gyou'in Haishu3P63.6%
backward movement into Tenshin Souchushou6P+K53.0%
Rensai Gakushu46PP into Rengeki Gakushu46PPP42.4%
crouch dash forward into Kasen Chugeki6P42.4%
evade down into backdash42.4%
Kasen Chugeki6P31.8%
Kasen Chugeki6P into Kasen Zenbokushou6PP31.8%
backward movement into Kasen Zenbokushou6PP31.8%
crouch dash back into guardG31.8%
crouch dash forward into Fukuchougeki2P31.8%
crouch dash forward into Senpu Soutai3K+G31.8%
guardG into Gyou'in Haishu3P31.8%

74 further openings account for the other 94 rounds.

Eileen

Career
176–165 · 51.6%
This season
7 matches · 57.1%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Douchu6P311.1%
Enkou Nyurin66P311.1%
Enkou Kenka46P27.4%
crouch dash forward into guardG27.4%
Douchu6P into Jouho Chu'un6PP13.7%
Enkou Toutou3P+K13.7%
Jinraishou6P+K into Sayu Gekishou6P+KP13.7%
Jinraishou6P+K into punchP13.7%
Matsumensou4P+K into Taisei Honsou214P13.7%
backdash into offensive move13.7%
backward movement into Douchu6P13.7%
crouch dash back13.7%
crouch dash forward into Douchu6P13.7%
crouch dash forward into Enkou Tekitou1P+K13.7%
crouch dash forward into Enkou Toutou3P+K13.7%

6 further openings account for the other 6 rounds.

Goh

Career
151–105 · 59.0%
This season
4 matches · 50.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into guardG211.1%
guardG211.1%
Hiji'ate6P15.6%
Kokuryusatsu Ichi46P+K into Kokuryusatsu Ni46P+KP15.6%
Maegeri3K into Batousatsu3KP15.6%
Soukyu46P15.6%
Sune Kudaki43P15.6%
backward movement into Hiji'ate6P15.6%
crouch dash forward into guardG15.6%
crouch dash forward into throwP+G15.6%
evade down into guardG15.6%
forward dash into Sune'uchi2P15.6%
forward movement into Batousatsu3KP15.6%
guardG into Soukyu46P15.6%
guardG into Tsukikage6K15.6%

1 further openings account for the other 1 rounds.

Aoi

Career
123–123 · 50.0%
This season
1 matches · 0.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Kamageri4K125.0%
crouch dash forward into Soushouda46P+K125.0%
crouch dash forward into forward dash125.0%
evade down into Sayo'arashiP+K125.0%

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

  • Sarah: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Eileen: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Aoi: not tested (too few rounds)