VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

neco

  • Aoi
Career matches10,945
Career win rate30.3%
Round win rate42.0%
Peak rank25
Distinct opponents477
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1271 #3,230 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

Shun2510,8623,3077,55530.4%
Aoi15836777.2%

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

6,977 of 8,236 rounds counted

4.4 inputs a second (267 a minute) this season. Faster than 0% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun4.42676,973
Aoi4.72804

By opponent's character

Akira4.3259946
Aoi4.3256869
Jacky4.6275552
Pai4.3260500
Kage4.9292449
Wolf4.6277400
Lion4.5269458
Lau4.3260322
Shun4.6277310
Sarah4.3259316
El Blaze4.5273327
Jeffry4.5268239
Goh4.7280282
Brad4.5272232
Lei Fei4.2254198
Jean4.2249178
Taka4.1247163
Eileen4.5268122
Vanessa4.5272101
Dural3.722413

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

Akira29313615746.4%+10.1
Aoi27510716838.9%+4.2
Jacky156619539.1%+1.1
Pai145578839.3%+2.5
Kage1333010322.6%-16.9
Wolf133429131.6%-2.9
Lion126517540.5%-0.3
Lau96336334.4%-5.7
Shun96366037.5%-2.4
Sarah93355837.6%-0.8
El Blaze88295933.0%-0.3
Jeffry87384943.7%+6.8
Goh79215826.6%-4.6
Brad64372757.8%+17.2
Lei Fei59114818.6%-13.3
Jean52124023.1%-10.1
Taka46153132.6%-9.1
Eileen38162242.1%-1.5
Vanessa31102132.3%-4.0
Dural61516.7%-21.8

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Octagon24511013544.9%+8.8
Full Fence2117313834.6%-3.0
Single Wall2087513336.1%-1.2
Low Fence2058212340.0%+1.7
Rectangle2046813633.3%-2.7
Breakable Half Fence2037512837.0%+1.1
Half Fence2006613433.0%-4.0
Open1977212536.5%-1.7
Breakable Full Fence1695911034.9%-1.5
Full Fence and Open147628542.2%+3.2

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
Walls1,23236.6%36.6%+0.1
No walls61037.5%37.9%-0.3

Walls against open: +0.4 points (95% range -4.8 to +5.6), p 0.881 — 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

0Y-Y0 (Rank 21)2026/10/181711664.7%
みらめたる (Rank 21)2026/10/1836231363.9%
G.S (Rank 23)2026/10/1761342755.7%
上海雑技団 (Rank 21)2026/10/172112957.1%
zxyzguy (Rank 26)2026/10/162261627.3%
chimichama (Rank 21)2026/10/142691734.6%
kinoppy0126 (Rank 21)2026/10/131761135.3%
富美 (Rank 23)2026/10/1130201066.7%
桃之助 (Rank 24)2026/10/1029121741.4%
Penoco (Rank 26)2026/10/10191185.3%
nekota (Rank 26)2026/10/093472720.6%
亀 (Rank 24)2026/10/041641225.0%
まろんた (Rank 23)2026/09/302231913.6%
コデリン03 (Rank 23)2026/09/281941521.1%
ゅろぽ (Rank 23)2026/09/281441028.6%
フォアグラVtuber (Rank 21)2026/09/271651131.2%
三輪ですが@SRGM (Rank 24)2026/09/271631318.8%
SOLA (Rank 23)2026/09/242271531.8%
委員ちょ (Rank 21)2026/09/2429191065.5%
yujiberra (Rank 21)2026/09/111511473.3%
☆瞳氷☆ (Rank 24)2026/09/0232171553.1%
CHASER (Rank 24)2026/08/2738142436.8%
和那 (Rank 21)2026/08/051610662.5%
うさぎ帝国 (Rank 24)2026/08/021991047.4%
ラウアキ (Rank 25)2026/07/261731417.6%

Round openings

Every character

punchP into RengekiPP72810.2%
evade down4396.2%
punchP4185.9%
Ryubikyaku8K+G3975.6%
evade up3234.5%
offensive move2303.2%
evade down into guardG2032.9%
guardG1982.8%
Tenshin Souchushou6P+K1602.2%
Getsuga Gakushu46P1321.9%
Koushinhi4P+K+G1171.6%
Gyousentai2K1131.6%
evade up into guardG1071.5%
Tenshin Haishu4P1041.5%
Honshin Rensenkyaku4K+G981.4%

469 further openings account for the other 3,363 rounds.

Counted from 1,815 of the 2,096 matches played. The rest were not pulled for openings.

Shun

Career
3,307–7,555 · 30.4%
This season
2,089 matches · 37.2%
Peak rank
25

First hit in 39.8% of 7,057 rounds. Won 47.4% of the rounds they struck first, 37.2% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 10.5% of rounds, against 3.7% in their other rounds.
  • Against El Blaze: moves in first in 2.6% of rounds, against 0.4% against everyone else.
  • After opening the round before by waiting: waits first in 15.9% of rounds, against 4.5% after anything else.
  • After losing a round: waits first in 7.3% of rounds, against 2.5% after winning one.
  • When behind: waits first in 7.8% of rounds, against 2.7% when ahead or level.
  • On 1–4 drinks: evades first in 28.7% of rounds, against 23.2% on other drink counts.
  • After landing the first hit of the round before: attacks straight away in 69.8% of rounds, against 64.6% after being hit first.
  • In round 4 or later: opens with “P punch into PP Rengeki” in 17.0% of rounds, against 8.2% in their other rounds.
  • Against Pai: opens with “8K+G Ryubikyaku” in 11.1% of rounds, against 5.2% against everyone else.
  • After opening the round before with “P punch into PP Rengeki”: opens with “P punch into PP Rengeki” in 19.5% of rounds, against 11.8% after anything else.
  • After losing a round: opens with “8K+G Ryubikyaku” in 6.7% of rounds, against 4.2% after winning one.
  • When behind: opens with “evade up” in 5.7% of rounds, against 3.6% when ahead or level.
  • On no drinks: opens with “evade down” in 8.0% of rounds, against 3.8% on other drink counts.
  • After landing the first hit of the round before: opens with “P punch into PP Rengeki” in 14.4% of rounds, against 11.1% after being hit first.

How is this tested?

punchP into RengekiPP72810.2%
evade down4396.2%
punchP4125.8%
Ryubikyaku8K+G3975.6%
evade up3234.5%
offensive move2303.2%
evade down into guardG2032.9%
guardG1982.8%
Tenshin Souchushou6P+K1602.2%
Getsuga Gakushu46P1321.9%
Koushinhi4P+K+G1171.6%
Gyousentai2K1131.6%
evade up into guardG1071.5%
Tenshin Haishu4P1041.5%
Honshin Rensenkyaku4K+G981.4%

454 further openings account for the other 3,343 rounds.

Counted from 1,808 of the 2,089 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
Akira61–81 · 43%44–47 · 48%-6.2
Aoi58–102 · 36%27–44 · 38%-1.4
Pai28–38 · 42%14–26 · 35%+3.6
Jacky23–46 · 33%15–24 · 38%+2.4
Kage8–54 · 13%10–25 · 29%-17.0
Wolf23–48 · 32%8–22 · 27%+4.8
Lion25–42 · 37%11–15 · 42%too few to test
Lau12–31 · 28%7–21 · 25%too few to test
Sarah21–26 · 45%11–17 · 39%too few to test
El Blaze14–28 · 33%10–15 · 40%too few to test
Shun25–39 · 39%3–10 · 23%too few to test
Goh10–24 · 29%5–17 · 23%too few to test
Jeffry21–23 · 48%5–11 · 31%too few to test
Lei Fei6–29 · 17%4–10 · 29%too few to test
Brad19–12 · 61%6–3 · 67%too few to test
Jean6–26 · 19%6–5 · 55%too few to test
Taka7–17 · 29%2–3 · 40%too few to test
Eileen8–9 · 47%4–8 · 33%too few to test
Vanessa2–6 · 25%1–11 · 8%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

281 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?

Aoi

Career
6–77 · 7.2%
This season
7 matches · 14.3%
Peak rank
15

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP623.1%
NirentotsuPP into Nirentotsu OuchuPPP27.7%
Ougimai4P27.7%
Tenchi In'youP+K+G27.7%
down punch+kick2P+K27.7%
punchP into NirentotsuPP27.7%
Chudan Hiji'ate6P13.9%
Kusanagi2K+G into evade down13.9%
NirentotsuPP into Nirentotsu KugikyakuPPK13.9%
Ougimai4P into Ougimai~Tachikaze4PK13.9%
Ougimai4P into punchP13.9%
Raijinha6K into Kumogeri6KK13.9%
Tenchi In'youP+K+G into Ougimai4P13.9%
Tenchi In'youP+K+G into Uzumaki Shutou44P13.9%
Tenchi In'youP+K+G into up, up-back, up punch878P13.9%

1 further openings account for the other 1 rounds.

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 (20 here; about 1.0 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: 14 of 20 tests hold up
  • Aoi: not tested (too few rounds)