VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

ぶるは

  • Lau
  • Jacky
  • Goh
  • Jean
  • Pai
  • Wolf
Career matches5,318
Career win rate60.4%
Round win rate54.8%
Peak rank43
Distinct opponents73
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1908 #128 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

Shun432,5391,5381,00160.6%
Lau411,23573050559.1%
Jacky3955431024456.0%
Pai4044126917261.0%
Kage—32719513259.6%
Goh38129923771.3%
Jean376358592.1%
Wolf3330181260.0%

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

436 of 578 rounds counted

9.6 inputs a second (576 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun9.657545
Lau9.5572173
Jacky9.858887
Goh9.255253
Jean10.060120
Pai9.154531
Wolf10.462627

By opponent's character

Jacky9.959677
Shun9.757969
Pai10.060149
Akira9.858837
Lion9.456645
Vanessa9.154722
Aoi9.758428
Sarah8.450721
Jeffry8.551117
Jean10.362111
Taka9.255111
Brad9.05425
El Blaze10.26137
Goh11.16678
Kage9.85867
Lau8.85258
Lei Fei9.35579
Dural8.95355

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

Jacky21101147.6%-8.9
Shun178947.1%-2.4
Pai169756.2%-0.1
Akira158753.3%-0.0
Lion138561.5%+3.0
Vanessa1311284.6%+20.1
Aoi75271.4%+16.2
Sarah74357.1%-1.2
Jeffry64266.7%+0.4
Jean54180.0%+14.6
Taka4040.0%-44.3
Brad32166.7%+16.3
El Blaze32166.7%-21.9
Goh31233.3%-26.6
Kage32166.7%+1.8
Lau32166.7%+14.5
Lei Fei2020.0%-41.0
Wolf220100.0%+38.4
Dural110100.0%+40.9
Eileen1010.0%-64.9

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

Low Fence2316769.6%+8.2
Breakable Full Fence2112957.1%-2.7
Open1981142.1%-13.2
Single Wall1713476.5%+26.6
Rectangle167943.8%-10.3
Breakable Half Fence147750.0%-0.7
Octagon125741.7%-20.0
Full Fence85362.5%+6.7
Half Fence53260.0%+12.9
Full Fence and Open220100.0%+37.3

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
Walls7651.3%55.4%-4.1
No walls5962.7%56.9%+5.8

Walls against open: -9.9 points (95% range -26.5 to +6.8), p 0.246 — 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

天狗から逃げるな (Rank 41)2026/09/0832166.7%
H4T (Rank 40)2026/09/0831233.3%
やそかみ (Rank 44)2026/09/082020.0%
Itau5963 (Rank 39)2026/09/0832166.7%
jean (Rank 42)2026/08/1831233.3%
<ㅑㅇ~<ㅑㅇ~<ㅑJ (Rank 41)2026/08/1862433.3%
kenzan1955 (Rank 38)2026/08/18220100.0%
ひらがなであおき (Rank 41)2026/08/1842250.0%
poncho (Rank 42)2026/08/1864266.7%
おかし (Rank 42)2026/07/14220100.0%
rigoura0727 (Rank 39)2026/07/142020.0%
ふじふじくん (Rank 41)2026/07/1494544.4%
Re:Biz (Rank 42)2026/07/144040.0%
AlicerLandeel (Rank 31)2026/06/26440100.0%
ぷこ (Rank 36)2026/06/24330100.0%
Lidly (Rank 37)2026/05/22220100.0%
W_takahashi_LJ (Rank 36)2026/05/2232166.7%
トーマス軍団残党K (Rank 35)2026/05/2231233.3%
タピる。 (Rank 35)2026/05/2232166.7%
Aki (Rank 38)2026/05/2232166.7%
ビルちゃん (Rank 40)2026/05/2221150.0%
灘琉豪/HSA (Rank 44)2026/04/0341325.0%
はなこ (Rank 39)2026/04/03330100.0%
たまつばき (Rank 39)2026/03/2721150.0%
Taiyaki_Ltd (Rank 39)2026/03/272020.0%

Round openings

Every character

crouch into Senchutai447.6%
evade up into crouch dash forward386.6%
backdash into evade up345.9%
forward movement into punchP284.8%
Haisenchu1P203.5%
Tenshin Benshu4P+K into throwP+G203.5%
Dash Hammer Kick66K into High Angle Upper Kick6K172.9%
Gyou'in Haishu3P152.6%
crouch into Fukuchougeki2P142.4%
Fukko Kensou1P122.1%
crouch into Souchuken2P111.9%
Karura4P+K101.7%
backdash into throwP+G91.6%
backward movement into Hou'ou Soushou6PP91.6%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK81.4%

147 further openings account for the other 290 rounds.

Lau

Career
730–505 · 59.1%
This season
44 matches · 40.9%
Peak rank
41

First hit in 55.2% of 174 rounds. Won 54.2% of the rounds they struck first, 38.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Senchutai3K4324.2%
backdash into evade up147.9%
Fukko Kensou1P126.7%
forward movement into punchP126.7%
crouch into Souchuken2P116.2%
backward movement into Hou'ou Soushou6PP95.1%
evade up into crouch dash forward95.1%
backdash into throwP+G63.4%
Kosoushou46P into forward dash52.8%
forward dash into throwP+G52.8%
Chugeki6P into Hou'ou Soushou6PP42.2%
backward movement into Souchuken2P31.7%
Fukko Kensou1P into punchP21.1%
Kosoushou46P into forward movement21.1%
backdash into Junho Chushou33P21.1%

33 further openings account for the other 39 rounds.

Shun

Career
1,538–1,001 · 60.6%
This season
45 matches · 62.2%
Peak rank
43

First hit in 55.2% of 172 rounds. Won 63.2% of the rounds they struck first, 53.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Haisenchu1P2011.6%
Tenshin Benshu4P+K into throwP+G2011.6%
Gyou'in Haishu3P158.7%
evade up into crouch dash forward158.7%
crouch into Fukuchougeki2P148.1%
backdash into evade up95.2%
Tenshin Benshu4P+K84.7%
backward movement into Kasen Zenbokushou6PP63.5%
guardG into Fukuchougeki2P42.3%
backdash into offensive move31.7%
backdash into throwP+G31.7%
evade up into throw escape31.7%
guardG into throw escape31.7%
Getsuga Gakushu46P into Rensai Gakushu46PP21.2%
Gyou'in Haishu3P into Fukuchougeki2P21.2%

36 further openings account for the other 45 rounds.

Jacky

Career
310–244 · 56.0%
This season
22 matches · 50.0%
Peak rank
39

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K into High Angle Upper Kick6K1719.5%
forward movement into punchP1011.5%
crouch into Squat Straight2P78.1%
backward movement55.8%
evade up into crouch dash forward55.8%
Low Spin Kick1K+G44.6%
High Angle Upper Kick6K33.5%
Slant Back Knuckle1P22.3%
backdash into backward movement22.3%
backdash into evade up22.3%
backward movement into evade up22.3%
backward movement into guardG22.3%
evade down into crouch dash forward22.3%
evade up into throw escape22.3%
guardG into evade up22.3%

20 further openings account for the other 20 rounds.

Goh

Career
92–37 · 71.3%
This season
13 matches · 61.5%
Peak rank
38

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Karura4P+K1018.9%
backdash into evade up713.2%
Hiji'ate6P59.4%
Soukyu46P into forward dash23.8%
backdash into Karura4P+K23.8%
backward movement into Hiji'ate6P23.8%
crouch into Sune'uchi2P23.8%
guardG into Sune'uchi2P23.8%
guardG into evade down23.8%
punchP23.8%
Garyu66K11.9%
Kurogane Kudaki66P into Hiji'ate6P11.9%
Soukyu46P into forward movement11.9%
backward movement into Kurogane Kudaki66P11.9%
backward movement into Soukyu46P11.9%

12 further openings account for the other 12 rounds.

Jean

Career
58–5 · 92.1%
This season
7 matches · 100.0%
Peak rank
37

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyaku Seikenzuki66P into Yoko'enpi6P516.1%
crouch into Shitamaeken2P516.1%
evade down into crouch dash forward26.5%
evade up into crouch dash forward26.5%
evade up into forward dash26.5%
forward movement into punchP26.5%
Gyaku Seikenzuki66P into Yoko'enpi~Uchishutou6PP13.2%
Oihiji4P+K13.2%
backdash into evade up13.2%
evade down into Gyaku Seikenzuki66P13.2%
evade up into Tate'enpi33P13.2%
evade up into throw escape13.2%
forward dash into Chinshin Seichuken4PP13.2%
forward dash into forward movement13.2%
forward dash into throwP+G13.2%

4 further openings account for the other 4 rounds.

Pai

Career
269–172 · 61.0%
This season
7 matches · 57.1%
Peak rank
40

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hi'en Tankyaku9K into Hi'en Rekkyaku9KK825.8%
Ensei Haijinkyaku7K+G516.1%
Soukasui3P26.5%
forward movement into RaigekishouPPP26.5%
forward movement into punchP26.5%
guardG into evade down26.5%
Ensei Haijinkyaku7K+G into guardG13.2%
Kochoukyaku4K+G13.2%
Senchuken6P13.2%
Soukasui3P into punchP13.2%
backward movement into Soukasui3P13.2%
crouch into Senchutai3K13.2%
evade down into evade up13.2%
evade up into Souchuken2P13.2%
evade up into Soukasui3P13.2%

1 further openings account for the other 1 rounds.

Wolf

Career
18–12 · 60.0%
This season
7 matches · 100.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Low Hammer2P829.6%
evade up into crouch dash forward518.5%
evade up into Low Hammer2P414.8%
Arrow Knuckle3P311.1%
crouch into Heavy Middle Kick3K+G27.4%
Arrow Knuckle3P into guardG13.7%
Body Blow6P into Dragonfish Blow6PP13.7%
Heavy Middle Kick3K+G13.7%
backdash into evade up13.7%
forward dash into throwP+G13.7%

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

  • Lau: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Wolf: not tested (too few rounds)