VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

hipobambi

  • Taka
  • Brad
  • Aoi
  • Lei Fei
Career matches2,136
Career win rate50.0%
Round win rate47.3%
Peak rank29
Distinct opponents77
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1384 #2,736 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

Shun291,79190988250.8%
Taka2423811012846.2%
Brad2258292950.0%
Lei Fei2140182245.0%
Aoi2162433.3%
Eileen—1010.0%
Jean—1010.0%
Vanessa—110100.0%
Sarah—000—

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

656 of 714 rounds counted

5.7 inputs a second (343 a minute) this season. Faster than 12% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun5.7344462
Taka5.8347145
Brad5.734021
Aoi5.130415
Lei Fei5.231513

By opponent's character

Akira5.7341123
Shun5.734287
Jacky5.834963
Vanessa5.633853
Jean5.633839
Lion6.136743
Pai5.835140
Aoi5.734123
El Blaze5.432332
Taka5.633631
Lei Fei5.331725
Brad5.533220
Sarah5.834622
Wolf6.539020
Jeffry5.633414
Lau5.834817
Kage6.53904

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

Akira33122136.4%-9.7
Shun25141156.0%+14.6
Jacky1751229.4%-10.2
Vanessa125741.7%-10.7
Jean115645.5%+7.2
Lion117463.6%+21.2
Pai113827.3%-14.6
Aoi106460.0%+8.6
El Blaze93633.3%-1.8
Taka75271.4%+10.2
Lei Fei64266.7%-6.5
Brad52340.0%+4.8
Sarah51420.0%-27.9
Wolf52340.0%-1.0
Jeffry42250.0%+4.6
Lau42250.0%+20.4
Goh21150.0%+16.5
Eileen1010.0%-66.6
Kage110100.0%+35.0

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Breakable Half Fence32141843.8%+5.4
Half Fence24111345.8%-1.3
Low Fence2361726.1%-14.8
Open1810855.6%+11.7
Octagon168850.0%+4.0
Full Fence146842.9%-6.6
Breakable Full Fence137653.9%+6.6
Single Wall135838.5%-6.5
Rectangle126650.0%-2.7
Full Fence and Open71614.3%-31.7

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls11146.8%45.6%+1.3
No walls5438.9%42.3%-3.4

Walls against open: +4.7 points (95% range -11.3 to +20.6), p 0.566 — 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

サーちゃん (Rank 23)2026/10/1751420.0%
무파ZeroBlue (Rank 32)2026/10/1642250.0%
cs2skoda (Rank 23)2026/10/1641325.0%
こて (Rank 30)2026/10/1332166.7%
AiokometeZ (Rank 23)2026/10/123030.0%
nourusu (Rank 25)2026/10/09440100.0%
Kwiitter_KR (Rank 31)2026/10/0732166.7%
委員ちょ (Rank 21)2026/09/2531233.3%
김멋있다 (Rank 22)2026/09/2432166.7%
HAM (Rank 30)2026/09/2431233.3%
マクシミリアン15世 (Rank 31)2026/09/2452340.0%
ちょいそる (Rank 27)2026/09/2331233.3%
タイヨウ (Rank 31)2026/09/2232166.7%
twinsshine (Rank 27)2026/09/1832166.7%
ryu0613 (Rank 24)2026/09/114040.0%
juste (Rank 29)2026/09/0431233.3%
青山@はなちゃん (Rank 30)2026/09/0382625.0%
GreenJacky (Rank 30)2026/09/0332166.7%
要你命3000 (Rank 24)2026/09/0331233.3%
dalmax72 (Rank 24)2026/09/02440100.0%
しゅが~nsr (Rank 25)2026/09/0262433.3%
りてりん (Rank 29)2026/07/3153260.0%
HaseMasa (Rank 24)2026/07/1342250.0%
a39611619 (Rank 21)2026/06/0554180.0%
かくるる (Rank 25)2026/04/1943175.0%

Round openings

Every character

backdash into guardG416.9%
punchP264.4%
backdash into evade up233.9%
Gyou'in Haishu3P203.4%
Haisenchu1P193.2%
guardG172.9%
offensive move162.7%
backdash into punchP142.4%
Tenshin Souchushou6P+K122.0%
guardG into punchP122.0%
punchP into crouch122.0%
Fukuchougeki2P111.9%
Kousoku Kouhi17P+K+G into Kousoku Kouhi Fusshu17P+K+GP111.9%
punchP into RengekiPP101.7%
punchP into Tsuppari 2PP101.7%

147 further openings account for the other 337 rounds.

Counted from 148 of the 179 matches played. The rest were not pulled for openings.

Shun

Career
909–882 · 50.8%
This season
129 matches · 48.1%
Peak rank
29

First hit in 51.1% of 454 rounds. Won 46.5% of the rounds they struck first, 49.5% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 45.0% of rounds, against 19.0% in their other rounds.
  • Against Akira: evades first in 14.9% of rounds, against 2.6% against everyone else.

How is this tested?

backdash into guardG327.0%
Gyou'in Haishu3P204.4%
Haisenchu1P194.2%
offensive move163.5%
punchP153.3%
backdash into evade up143.1%
Tenshin Souchushou6P+K122.6%
Fukuchougeki2P112.4%
Kousoku Kouhi17P+K+G into Kousoku Kouhi Fusshu17P+K+GP112.4%
backdash into punchP112.4%
guardG into punchP112.4%
punchP into RengekiPP102.2%
guardG81.8%
guardG into Fukuchougeki2P81.8%
punchP into Tenshin Haishu4P81.8%

106 further openings account for the other 248 rounds.

Counted from 111 of the 129 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
Shun7–8 · 47%5–1 · 83%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.

18 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?

Taka

Career
110–128 · 46.2%
This season
38 matches · 36.8%
Peak rank
24

First hit in 61.9% of 105 rounds. Won 32.3% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Tsuppari 2PP109.4%
backdash into guardG98.5%
punchP98.5%
backdash into evade up87.5%
crouch into Tsuyubarai 22P+KP65.7%
evade up into guardG54.7%
guardG54.7%
crouch into Tsuyubarai2P+K43.8%
punchP into crouch43.8%
Tsuppari 2PP into Tsuppari 3PPP32.8%
backdash into Shita Harite2P32.8%
evade up32.8%
guardG into crouch32.8%
Tsuyubarai2P+K into Tsuyubarai 22P+KP21.9%
evade up into Tsuyubarai 22P+KP21.9%

29 further openings account for the other 30 rounds.

Counted from 29 of the 38 matches played. The rest were not pulled for openings.

Aoi

Career
2–4 · 33.3%
This season
4 matches · 50.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into NirentotsuPP533.3%
punchP213.3%
Kusanagi2K+G16.7%
NirentotsuPP into Nirentotsu OuchuPPP16.7%
Ouda6P+K into Oushu Hiji'ate6P+KP16.7%
backdash into Chudan Hiji'ate6P16.7%
backdash into evade up16.7%
crouch into Kusanagi2K+G16.7%
guardG16.7%
guardG into backdash16.7%

Lei Fei

Career
18–22 · 45.0%
This season
3 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG323.1%
punchP into Sayu ShoukenPP323.1%
backdash into Toushou66P17.7%
backdash into punchP17.7%
crouch into punchP17.7%
evade down into punchP17.7%
evade up17.7%
offensive move into Dokuritsu Shiki8P+K+G17.7%
offensive move into evade down17.7%

Brad

Career
29–29 · 50.0%
This season
5 matches · 20.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Rapid CombinationP+KPP133.3%
backdash into punchP133.3%
backward movement into evade up133.3%

Counted from 1 of the 5 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 (12 here; about 0.6 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: 2 of 12 tests hold up
  • Taka: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Brad: not tested (too few rounds)