VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

649453

  • Akira
  • Eileen
  • Aoi
Career matches4,603
Career win rate51.9%
Round win rate66.0%
Peak rank31
Distinct opponents14
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1423 Not ranked yet: the list needs 50 matches. See 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

Shun313,3001,7641,53653.5%
Jeffry—90142847347.5%
Akira2227412415045.3%
Eileen27119695058.0%
Aoi2695455.6%

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

185 of 185 rounds counted

8.0 inputs a second (482 a minute) this season. Faster than 72% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.148684
Eileen7.746259
Shun8.752025
Aoi8.148517

By opponent's character

Goh8.249450
Akira7.645927
Wolf8.450233
Brad8.047825
Sarah7.544822
Kage8.14889
Lion7.94729
Shun9.45667
Taka7.54523

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

Goh1511473.3%-3.4
Akira87187.5%+4.9
Wolf87187.5%+2.5
Brad62433.3%-13.9
Sarah52340.0%+2.2
Kage330100.0%+6.4
Lion2020.0%-55.6
Shun220100.0%+68.8
Taka110100.0%+6.1

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

Open85362.5%+5.7
Single Wall74357.1%-27.4
Low Fence65183.3%+19.1
Full Fence and Open54180.0%+4.5
Breakable Full Fence42250.0%-9.7
Breakable Half Fence42250.0%-6.4
Half Fence43175.0%+4.6
Octagon42250.0%-5.4
Rectangle440100.0%+5.0
Full Fence330100.0%+16.0

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
Walls2369.6%69.5%+0.1
No walls2166.7%67.9%-1.2

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

HayLongBae (Rank 11)119281.8%
Dylan (Rank 22)62433.3%
emespink (Rank 29)52340.0%
Deadonarival474 (Rank 2)440100.0%
Swagnall (Rank 2)440100.0%
ma0rib0y17 (Rank 14)43175.0%
Khyda03 (Rank 1)330100.0%
frozen_fish (Rank 23)32166.7%
Donaya22 (Rank 22)2020.0%
LPG (Rank 3)220100.0%
Pernub1663 (Rank 29)220100.0%
타우끼/taukee (Rank 37)2020.0%
SpoolItUpBro (Rank 1)110100.0%
Squidvlaka (Rank 1)110100.0%

Most played opponents, most recent first

emespink (Rank 29)2026/10/1852340.0%
Deadonarival474 (Rank 2)2026/10/18440100.0%
SpoolItUpBro (Rank 1)2026/10/13110100.0%
Khyda03 (Rank 1)2026/10/07330100.0%
Squidvlaka (Rank 1)2026/10/07110100.0%
Pernub1663 (Rank 29)2026/09/23220100.0%
frozen_fish (Rank 23)2026/09/2232166.7%
타우끼/taukee (Rank 37)2026/08/172020.0%
HayLongBae (Rank 11)2026/07/28119281.8%
Dylan (Rank 22)2026/06/2862433.3%
Swagnall (Rank 2)2026/06/25440100.0%
ma0rib0y17 (Rank 14)2026/06/2443175.0%
Donaya22 (Rank 22)2026/06/242020.0%
LPG (Rank 3)2026/06/22220100.0%

Round openings

Every character

Rimon Chouchu66P2013.9%
evade up into crouch dash forward96.2%
Enkou Nyudou214P+K into Enkou ShutsudouP42.8%
evade up into crouch dash back42.8%
evade up into evade down42.8%
Fukushinshou2P32.1%
Getsuga Gakushu46P into Getsuga Gyou'in46PP+K32.1%
Senzankou66P+K into throwP+G32.1%
evade up into Kaikyusei4P32.1%
punchP32.1%
Enkou Nyurin66P21.4%
Haisenchu1P21.4%
Hou'oushu3P21.4%
Jinraishou6P+K into Sayu Gekishou6P+KP21.4%
Rimon Chouchu66P into backward movement21.4%

63 further openings account for the other 78 rounds.

Counted from 38 of the 50 matches played. The rest were not pulled for openings.

Akira

Career
124–150 · 45.3%
This season
22 matches · 68.2%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P2025.6%
evade up into crouch dash forward56.4%
Senzankou66P+K into throwP+G33.9%
evade up into Kaikyusei4P33.9%
evade up into crouch dash back33.9%
Rimon Chouchu66P into backward movement22.6%
Senzankou66P+K22.6%
backward movement into Jouho Touken6P22.6%
crouch dash back into Jouho Senshou46P22.6%
crouch dash back into Kaikyusei4P22.6%
crouch dash back into Koboku214P22.6%
crouch dash back into Senzankou66P+K22.6%
evade up into ZanshuK+G22.6%
evade up into evade down22.6%
forward dash into Jouho Touken6P22.6%

23 further openings account for the other 24 rounds.

Counted from 20 of the 22 matches played. The rest were not pulled for openings.

Eileen

Career
69–50 · 58.0%
This season
16 matches · 75.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Enkou Nyudou214P+K into Enkou ShutsudouP414.8%
Fukushinshou2P311.1%
Enkou Nyurin66P27.4%
Jinraishou6P+K into Sayu Gekishou6P+KP27.4%
crouch dash back into Enkou Kenka46P27.4%
crouch into Fukushinshou2P27.4%
punchP27.4%
Enkou Kenka46P13.7%
Fukushinshou2P into evade down13.7%
backward movement into Enkou Toutou3P+K13.7%
crouch dash back into Enkou Tekitou1P+K13.7%
crouch dash back into Rakka Rougeki9P+K+GPP13.7%
crouch dash back into Tenshin Rinheki1P13.7%
crouch dash back into throwP+G13.7%
evade down into Enkou Nyudou214P+K13.7%

2 further openings account for the other 2 rounds.

Counted from 7 of the 16 matches played. The rest were not pulled for openings.

Shun

Career
1,764–1,536 · 53.5%
This season
7 matches · 71.4%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Getsuga Gakushu46P into Getsuga Gyou'in46PP+K313.6%
evade up into crouch dash forward313.6%
Haisenchu1P29.1%
backward movement into Kasen Chugeki6P29.1%
backward movement into Kasen Zenbokushou6PP29.1%
evade up into evade down29.1%
Fukuchougeki2P14.5%
Haisenchu1P into guardG14.5%
Tenshin Haishu4P14.5%
backdash14.5%
backdash into Gyou'in Haishu3P14.5%
crouch into Tenshin Kashitai1K+G14.5%
evade up into crouch dash back14.5%
forward movement into punchP14.5%

Counted from 6 of the 7 matches played. The rest were not pulled for openings.

Aoi

Career
5–4 · 55.6%
This season
5 matches · 60.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hou'oushu3P211.8%
punchP into NirentotsuPP211.8%
Inshou43P+K15.9%
Kasane'ate46P15.9%
Kasumigeri2K into Kasuminagi2KP15.9%
Kusanagi2K+G15.9%
Kusanagi2K+G into Tenchi In'youP+K+G15.9%
Ryoushi43P into guardG15.9%
Tsumujikaze64P15.9%
backdash15.9%
crouch into Kusanagi2K+G15.9%
evade up into crouch dash forward15.9%
punchP15.9%
punchP into Chudan Hiji'ate6P15.9%
punchP into Ougimai4P15.9%

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

  • Akira: not tested (too few rounds)
  • Eileen: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Aoi: not tested (too few rounds)