VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Shun

euro04190

  • Sarah
Career matches537
Career win rate53.8%
Round win rate53.9%
Peak rank25
Distinct opponents45
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1216 #3,392 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

Shun2536819916954.1%
Sarah24169907953.2%

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

413 of 416 rounds counted

8.5 inputs a second (513 a minute) this season. Faster than 80% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun8.8526264
Sarah8.2489149

By opponent's character

Jacky8.551178
Pai8.350043
Wolf8.853151
Akira8.349940
Kage8.751937
El Blaze8.752323
Lau8.651822
Jean8.249522
Eileen8.751913
Shun9.255419
Brad7.846914
Dural8.048215
Jeffry9.456213
Aoi8.24936
Sarah7.74637
Vanessa8.75237
Lion9.85893

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

Jacky2016480.0%+29.3
Pai125741.7%-8.6
Wolf125741.7%-10.1
Akira105550.0%-12.8
Kage98188.9%+28.4
El Blaze73442.9%-6.6
Lau64266.7%+17.8
Jean53260.0%+11.4
Eileen42250.0%-14.1
Shun41325.0%-33.3
Brad32166.7%+27.0
Dural3030.0%-64.1
Jeffry3030.0%-65.8
Aoi220100.0%+34.9
Sarah2020.0%-54.4
Vanessa220100.0%+29.4
Lion1010.0%-42.1

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 Fence1812666.7%+8.1
Low Fence1510566.7%+5.6
Single Wall1551033.3%-20.9
Half Fence107370.0%+8.1
Open104640.0%-22.1
Rectangle104640.0%-2.3
Breakable Half Fence95455.6%+4.5
Breakable Full Fence74357.1%+6.5
Octagon75271.4%+18.6
Full Fence and Open31233.3%+0.0

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
Walls6160.7%54.5%+6.1
No walls4047.5%57.4%-9.9

Walls against open: +16.0 points (95% range -9.0 to +41.1), 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

mr.bag (Rank 25)2026/10/102020.0%
え~る (Rank 26)2026/10/092020.0%
兀庵☆ (Rank 27)2026/10/0521150.0%
starszhouuu (Rank 25)2026/10/0531233.3%
みらめたる (Rank 21)2026/10/0542250.0%
chimichama (Rank 21)2026/10/0554180.0%
infrablue (Rank 24)2026/10/0564266.7%
MAXマンピー (Rank 21)2026/10/0432166.7%
銀髪ザムライ (Rank 14)2026/10/0421150.0%
r1s1d8 (Rank 27)2026/10/0421150.0%
豆次郎 (Rank 23)2026/10/043030.0%
y.o.y (Rank 22)2026/10/0442250.0%
ポーキーとともに (Rank 25)2026/10/0264266.7%
vf_hornwolf@뿔늑대 (Rank 24)2026/10/0221150.0%
super_style (Rank 18)2026/10/02330100.0%
かっち (Rank 13)2026/09/29220100.0%
オニヤンマくん (Rank 14)2026/09/293030.0%
オコタン (Rank 16)2026/09/2932166.7%
kim4439 (Rank 20)2026/09/2911110100.0%
김멋있다 (Rank 22)2026/09/2932166.7%
失礼!スマッシュ☆彡 (Rank 26)2026/09/292020.0%
あかげら (Rank 24)2026/09/2831233.3%
b.bananacnn2 (Rank 22)2026/09/2821150.0%
カカシ (Rank 18)2026/09/27330100.0%
びすぽ! (Rank 20)2026/09/272020.0%

Round openings

Every character

punchP6418.2%
punchP into RengekiPP205.7%
Haisenchu1P into Haisenchu Kaikakyaku1PK154.3%
backdash into backward movement123.4%
Leg Slicer2K+G113.1%
RengekiPP into Saishu RenkangekiPPP113.1%
Saishu RenkangekiPPP into Renkan ChougekiPPPK113.1%
kickK into punchP113.1%
offensive move102.9%
punchP into Kasen Chugeki6P102.9%
punchP into forward dash102.9%
crouch into Gyou'in Haishu3P82.3%
punchP into Rising Elbow6P72.0%
backdash into guardG61.7%
punchP into evade down61.7%

83 further openings account for the other 139 rounds.

Counted from 89 of the 105 matches played. The rest were not pulled for openings.

Shun

Career
199–169 · 54.1%
This season
68 matches · 55.9%
Peak rank
25

First hit in 60.7% of 267 rounds. Won 52.5% of the rounds they struck first, 58.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP5219.5%
punchP into RengekiPP207.5%
Haisenchu1P into Haisenchu Kaikakyaku1PK155.6%
RengekiPP into Saishu RenkangekiPPP114.1%
Saishu RenkangekiPPP into Renkan ChougekiPPPK114.1%
offensive move103.8%
punchP into Kasen Chugeki6P103.8%
crouch into Gyou'in Haishu3P83.0%
backdash into backward movement72.6%
punchP into forward dash72.6%
punchP into evade down62.2%
backdash into guardG51.9%
punchP into Kasen Zenbokushou6PP51.9%
Gyoushintai3K into Rentai Kanshu3KP41.5%
Haisenchu1P41.5%

57 further openings account for the other 92 rounds.

Sarah

Career
90–79 · 53.2%
This season
37 matches · 54.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP1214.3%
Leg Slicer2K+G1113.1%
kickK into punchP1113.1%
punchP into Rising Elbow6P78.3%
backdash into backward movement56.0%
Jab StraightPP into Flash Piston PunchPPP33.6%
backdash into Switch Kick4K33.6%
punchP into forward dash33.6%
Quick Knee6K into Quick Knee and Toe Kick6KK22.4%
backdash into Serpent Smash Cannon2P+KK22.4%
kickK22.4%
punchP into Jab StraightPP22.4%
Dragon Smash Cannon1K11.2%
Quick Knee6K into kickK11.2%
Snap Side Chop3P into Setup Combination3PK11.2%

18 further openings account for the other 18 rounds.

Counted from 21 of the 37 matches played. The rest were not pulled for openings.

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)
  • Sarah: not tested (too few rounds)