VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

JimmyBiscuits

  • Eileen
Career matches3,178
Career win rate53.8%
Round win rate48.4%
Peak rank30
Distinct opponents71
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1507 #1,969 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

Shun302,2631,2301,03354.4%
Eileen2891548143452.6%

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

960 of 1,123 rounds counted

7.6 inputs a second (456 a minute) this season. Faster than 62% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.6454836
Eileen7.9472124

By opponent's character

Shun7.9476100
Lei Fei7.1427134
Jacky7.7462122
Pai7.6454110
Vanessa7.8465103
Wolf7.745920
Akira7.746069
Brad7.947431
Sarah7.544757
Kage7.444345
Goh7.243219
Lion7.947437
Dural7.243529
Taka7.746225
Jean7.746023
Jeffry8.651521
Aoi8.65189
Eileen8.65183
Lau8.24913

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

Shun39201951.3%+1.8
Lei Fei38152339.5%-0.9
Jacky37181948.6%+5.5
Pai2982127.6%-25.0
Vanessa26141253.9%+0.3
Wolf1761135.3%-15.6
Akira1611568.8%+17.7
Brad1613381.2%+9.7
Sarah146842.9%-1.5
Kage124833.3%-7.9
Goh95455.6%-7.6
Lion990100.0%+22.4
Dural74357.1%+13.9
Taka75271.4%+15.8
Jean64266.7%+17.0
Jeffry53260.0%+21.2
Aoi3030.0%-30.9
Eileen1010.0%-26.5
Lau1010.0%-32.8

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

Half Fence47192840.4%-14.3
Open35152042.9%-1.3
Single Wall34191555.9%+13.3
Breakable Half Fence31141745.2%-8.1
Octagon29151451.7%+2.7
Rectangle26121446.1%-7.4
Low Fence2320387.0%+33.5
Breakable Full Fence189950.0%-4.4
Full Fence and Open189950.0%+3.5
Full Fence1661037.5%-10.5

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16744.9%51.7%-6.8
No walls9258.7%47.1%+11.6

Walls against open: -18.4 points (95% range -37.3 to +0.6), p 0.058 — 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

leefung._ (Rank 32)2026/10/0983537.5%
AmazedArts (Rank 23)2026/10/0954180.0%
Smi1e (Rank 27)2026/10/0354180.0%
5CRUBL1FE (Rank 31)2026/10/0354180.0%
seedash (Rank 33)2026/10/02292276.9%
Jiikae (Rank 33)2026/10/02104640.0%
Tekhne (Rank 28)2026/09/2953260.0%
MelonBread (Rank 29)2026/08/2242250.0%
supersanic456 (Rank 27)2026/08/22440100.0%
Mary (Rank 23)2026/08/21440100.0%
park35 (Rank 28)2026/08/2172528.6%
hgamery (Rank 32)2026/06/2837152240.5%
bulletconcerto (Rank 23)2026/06/17440100.0%
VF31998 (Rank 32)2026/06/17101910.0%
ulilbickard (Rank 27)2026/06/17330100.0%
The8thOne (Rank 25)2026/06/17109190.0%
Sambin0 (Rank 25)2026/06/16550100.0%
S_C_H_T_O_M_P (Rank 17)2026/06/15440100.0%
j_remover (Rank 30)2026/06/1294544.4%
Based_Ganja (Rank 30)2026/06/0672528.6%
OhNo|Zigludo (Rank 26)2026/05/31440100.0%
ChrmnMa0 (Rank 28)2026/05/1593633.3%
Boogal (Rank 31)2026/05/121221016.7%
SteelyJack (Rank 33)2026/05/1131233.3%
NutMeat (Rank 29)2026/03/304040.0%

Round openings

Every character

Rensai Gakushu46PP into Rengeki Gakushu46PPP15214.0%
crouch into Haisenchu Kaikakyaku1PK878.0%
backdash into Kasen Gyou'in6P+K+G797.3%
backdash into guardG514.7%
Honshin Rensenkyaku4K+G494.5%
crouch into Haisenchu1P484.4%
Gyou'in Haishu3P into punchP322.9%
Gyou'in Haishu3P272.5%
backdash into Zensou Senpu2K+GK242.2%
guardG222.0%
backward movement into Kasen Zenbokushou6PP201.8%
forward dash into throwP+G181.6%
punchP into Enkou RensouPP181.6%
Kasen Gyou'in6P+K+G into Kasen Gyou'in TeishitsugekiKGP161.5%
Kasen Chugeki6P into Gyou'inshuP+K+G151.4%

171 further openings account for the other 430 rounds.

Counted from 282 of the 292 matches played. The rest were not pulled for openings.

Shun

Career
1,230–1,033 · 54.4%
This season
255 matches · 49.4%
Peak rank
30

First hit in 53.5% of 938 rounds. Won 50.6% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 45.7% of rounds, against 12.2% in their other rounds.
  • On Full Fence stages: evades first in 11.3% of rounds, against 3.2% on the other stages.
  • After winning a round: backs off first in 36.7% of rounds, against 23.4% after losing one.
  • When ahead: backs off first in 37.6% of rounds, against 24.1% when level or behind.
  • In round 1: opens with “crouch into 1PK Haisenchu Kaikakyaku” in 22.9% of rounds, against 4.4% in their other rounds.
  • After losing a round: opens with “crouch into 1PK Haisenchu Kaikakyaku” in 6.6% of rounds, against 2.1% after winning one.

How is this tested?

Rensai Gakushu46PP into Rengeki Gakushu46PPP15216.1%
crouch into Haisenchu Kaikakyaku1PK879.2%
backdash into Kasen Gyou'in6P+K+G798.4%
Honshin Rensenkyaku4K+G495.2%
crouch into Haisenchu1P485.1%
backdash into guardG384.0%
Gyou'in Haishu3P into punchP323.4%
Gyou'in Haishu3P272.9%
backward movement into Kasen Zenbokushou6PP202.1%
forward dash into throwP+G181.9%
guardG171.8%
Kasen Gyou'in6P+K+G into Kasen Gyou'in TeishitsugekiKGP161.7%
Kasen Chugeki6P into Gyou'inshuP+K+G151.6%
backdash into Dokuritsu Kanpai46P+K151.6%
backdash into Gyou'in Haishu3P141.5%

130 further openings account for the other 316 rounds.

Counted from 245 of the 255 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
Lei Fei5–19 · 21%8–3 · 73%too few to test
Jacky10–10 · 50%8–4 · 67%too few to test
Shun4–9 · 31%5–2 · 71%too few to test
Pai4–15 · 21%2–2 · 50%too few to test
Vanessa6–5 · 55%4–4 · 50%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.

10 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?

Eileen

Career
481–434 · 52.6%
This season
37 matches · 51.4%
Peak rank
28

First hit in 64.1% of 145 rounds. Won 51.6% of the rounds they struck first, 42.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Zensou Senpu2K+GK2416.6%
punchP into Enkou RensouPP1812.4%
backdash into guardG139.0%
backdash into kickK96.2%
Enkou RensouPP into Rensou HekizanPPP74.8%
evade down into Zensou Senpu2K+GK74.8%
punchP64.1%
guardG53.5%
Douchu6P into Jouho Chu'un6PP42.8%
backdash into punchP42.8%
Zensoutai2K+G into Zensou Senpu2K+GK32.1%
backdash into Enkou Kenka46P21.4%
backdash into Koushuhon2P+K+GK21.4%
backdash into Renkan Sententai4K+GK21.4%
backdash into offensive move21.4%

34 further openings account for the other 37 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 (17 here; about 0.9 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: 6 of 17 tests hold up
  • Eileen: not tested (too few rounds)