VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

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  • Vanessa
Career matches5,524
Career win rate50.4%
Round win rate47.2%
Peak rank32
Distinct opponents251
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1564 #1,572 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

Shun304,2582,1192,13949.8%
Vanessa321,26666360352.4%

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

2,146 of 2,582 rounds counted

6.1 inputs a second (364 a minute) this season. Faster than 20% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun6.23731,559
Vanessa5.7342587

By opponent's character

Akira6.0363276
Wolf6.2375248
Jacky6.1367207
Jeffry6.0360133
Jean6.0362152
Kage5.9351143
Aoi6.2371133
Lau6.1365100
Goh6.2373122
El Blaze6.035896
Shun6.136689
Brad5.935293
Sarah5.935371
Pai6.136573
Lion6.035763
Lei Fei6.438358
Vanessa6.337636
Eileen6.237131
Taka5.130414
Dural5.73428

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

Akira82404248.8%+5.5
Wolf77374048.0%-0.2
Jacky55233241.8%-1.5
Jeffry50212942.0%-0.9
Jean42241857.1%+12.6
Kage39172243.6%+0.7
Aoi36162044.4%+1.1
Lau36122433.3%-8.2
Goh35191654.3%+6.5
El Blaze33171651.5%+4.0
Shun27101737.0%-10.5
Brad2571828.0%-16.5
Sarah2371630.4%-12.6
Pai1911857.9%+12.6
Lion1771041.2%-6.5
Lei Fei156940.0%+1.7
Vanessa159660.0%+9.8
Eileen125741.7%-4.8
Taka5050.0%-43.5
Dural42250.0%+11.9

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.

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 Fence85483756.5%+12.3
Breakable Half Fence70343648.6%+3.8
Single Wall68303844.1%-0.2
Octagon66323448.5%+2.0
Rectangle65293644.6%-2.1
Breakable Full Fence62233937.1%-6.4
Low Fence61233837.7%-7.4
Open61223936.1%-8.8
Half Fence51232845.1%+1.7
Full Fence and Open30131743.3%-1.3

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
Walls39947.4%45.2%+2.1
No walls19039.5%44.3%-4.8

Walls against open: +6.9 points (95% range -2.0 to +15.9), p 0.130 — 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

さくら饅頭 (Rank 32)2026/10/1852340.0%
マクシミリアン15世 (Rank 33)2026/10/1861516.7%
orz (Rank 30)2026/10/11126650.0%
xXsoul-childXx (Rank 30)2026/10/11106460.0%
FreddieKing (Rank 27)2026/10/1153260.0%
りゅうのすけ (Rank 33)2026/10/1092722.2%
sby (Rank 31)2026/10/1073442.9%
太鼓の別人@稲刈準備中 (Rank 31)2026/10/0964266.7%
m01ch1 (Rank 31)2026/10/0972528.6%
ゲス拳サンボ☆彡 (Rank 27)2026/10/07550100.0%
鳩男 (Rank 31)2026/10/06127558.3%
タイヨウ (Rank 30)2026/10/03117463.6%
ガンオンやりたひ (Rank 33)2026/10/0284450.0%
tamaneen (Rank 30)2026/10/0283537.5%
キネマ (Rank 31)2026/09/2684450.0%
こて (Rank 27)2026/09/26114736.4%
CELIS (Rank 28)2026/09/22149564.3%
楽天アキラ (Rank 30)2026/08/2863350.0%
ルドルフ (Rank 33)2026/08/2784450.0%
ヘニオ (Rank 33)2026/08/2783537.5%
ズサ齋藤 (Rank 26)2026/08/0563350.0%
ふぇに (Rank 33)2026/07/281641225.0%
黒シャツ (Rank 32)2026/07/157070.0%
maripon (Rank 30)2026/06/0965183.3%
B.S.R-JP (Rank 29)2026/05/2263350.0%

Round openings

Every character

offensive move1888.4%
Honshin Rensenkyaku4K+G994.4%
crouch dash back into Dokuritsu Kanpai46P+K863.8%
Gyou'in Haishu3P833.7%
Defensive Style: Stinger Low Blow773.4%
Gyou'in Haishu3P into Tenshin Benshu4P+K693.1%
Gyou'in Haishu3P into punchP693.1%
guardG652.9%
Offensive Style: Back Charge Kick612.7%
crouch dash back into Tenshin Souchushou6P+K602.7%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP532.4%
Dokuritsu Kanpai46P+K472.1%
Defensive Style: Shadow Slicer442.0%
Koushu Katai1K into Koushu Rentai1KK442.0%
Defensive Style: Back Charge Kick431.9%

311 further openings account for the other 1,159 rounds.

Counted from 563 of the 647 matches played. The rest were not pulled for openings.

Shun

Career
2,119–2,139 · 49.8%
This season
486 matches · 45.5%
Peak rank
30

First hit in 42.1% of 1,627 rounds. Won 47.3% of the rounds they struck first, 46.9% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: moves in first in 5.1% of rounds, against 1.3% in their other rounds.
  • Against Lei Fei: moves in first in 18.5% of rounds, against 1.6% against everyone else.
  • On Open stages: evades first in 18.6% of rounds, against 9.8% on the other stages.
  • After opening the round before by backing off: backs off first in 18.7% of rounds, against 9.0% after anything else.
  • After winning a round: attacks straight away in 71.3% of rounds, against 54.0% after losing one.
  • When ahead: attacks straight away in 69.8% of rounds, against 57.0% when level or behind.
  • On 1–4 drinks: evades first in 24.5% of rounds, against 8.9% on other drink counts.
  • In round 3: opens with “offensive move” in 15.6% of rounds, against 10.2% in their other rounds.
  • Against Wolf: opens with “crouch dash back into 46P+K Dokuritsu Kanpai” in 14.2% of rounds, against 4.1% against everyone else.
  • After winning a round: opens with “4K+G Honshin Rensenkyaku” in 9.8% of rounds, against 2.5% after losing one.
  • When behind: opens with “3P Gyou'in Haishu into 4P+K Tenshin Benshu” in 6.6% of rounds, against 1.5% when ahead or level.

How is this tested?

offensive move18811.5%
Honshin Rensenkyaku4K+G996.1%
crouch dash back into Dokuritsu Kanpai46P+K865.3%
Gyou'in Haishu3P835.1%
Gyou'in Haishu3P into Tenshin Benshu4P+K694.2%
Gyou'in Haishu3P into punchP694.2%
guardG654.0%
crouch dash back into Tenshin Souchushou6P+K603.7%
Dokuritsu Kanpai46P+K472.9%
Koushu Katai1K into Koushu Rentai1KK442.7%
Kousoku Kouhi17P+K+G into Kousoku Kouhi Fusshu17P+K+GP402.5%
guardG into punchP352.1%
crouch into Senpu Soutai3K+G301.8%
evade down into Dokuritsu Kanpai46P+K261.6%
Gyou'in Haishu3P into Honshin TankaP+K211.3%

177 further openings account for the other 668 rounds.

Counted from 413 of the 486 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
Akira16–18 · 47%8–9 · 47%too few to test
Wolf17–14 · 55%6–6 · 50%too few to test
Jean9–9 · 50%5–2 · 71%too few to test
Jeffry11–11 · 50%1–6 · 14%too few to test
Goh10–9 · 53%5–2 · 71%too few to test
Aoi8–13 · 38%3–2 · 60%too few to test
Jacky2–13 · 13%5–4 · 56%too few to test
Lau4–11 · 27%3–5 · 38%too few to test
Kage8–7 · 53%3–4 · 43%too few to test
El Blaze6–4 · 60%2–5 · 29%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.

73 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?

Vanessa

Career
663–603 · 52.4%
This season
161 matches · 42.9%
Peak rank
32

First hit in 23.5% of 617 rounds. Won 47.6% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

  • After winning a round: attacks straight away in 80.5% of rounds, against 63.8% after losing one.
  • When ahead: attacks straight away in 80.3% of rounds, against 65.7% when level or behind.
  • In round 2: opens with “Offensive Style: Back Charge Kick” in 19.3% of rounds, against 6.9% in their other rounds.
  • Against Sarah: opens with “Offensive Style: Back Charge Kick” in 25.0% of rounds, against 8.8% against everyone else.
  • After opening the round before with “Defensive Style: Stinger Low Blow”: opens with “Defensive Style: Back Charge Kick” in 27.3% of rounds, against 7.1% after anything else.
  • After winning a round: opens with “Defensive Style: Parrying High Kick (Deflect) into 46KP Parrying Combination” in 15.8% of rounds, against 7.3% after losing one.
  • When ahead: opens with “Defensive Style: Parrying High Kick (Deflect) into 46KP Parrying Combination” in 17.8% of rounds, against 8.4% when level or behind.

How is this tested?

Defensive Style: Stinger Low Blow7712.5%
Offensive Style: Back Charge Kick619.9%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP538.6%
Defensive Style: Shadow Slicer447.1%
Defensive Style: Back Charge Kick437.0%
Offensive Style: punch into One TwoPP325.2%
Offensive Style: punch into Body Blow~Bullet Hook6PP254.0%
Defensive Style: Defensive Elbow (Deflect)162.6%
Offensive Style: guard162.6%
Defensive Style: guard152.4%
Offensive Style: guard into punchP132.1%
Offensive Style: Bunker Buster121.9%
Defensive Style: guard into kickK91.5%
Defensive Style: crouch into Stinger Low Blow1P+K81.3%
Defensive Style: Wind Elbow71.1%

119 further openings account for the other 186 rounds.

Counted from 150 of the 161 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky7–10 · 41%2–3 · 40%too few to test
Wolf6–6 · 50%0–8 · 0%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.

11 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?

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 (32 here; about 1.6 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: 11 of 17 tests hold up
  • Vanessa: 7 of 15 tests hold up