VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

park35

  • Pai
  • Sarah
  • Jacky
  • Aoi
Career matches6,055
Career win rate50.1%
Round win rate51.6%
Peak rank32
Distinct opponents124
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1608 #1,297 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

Shun324,8902,4702,42050.5%
Pai2674337337050.2%
Akira—2199112841.5%
Sarah23138677148.5%
Aoi2661283345.9%
Jacky2142250.0%

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

1,459 of 1,825 rounds counted

5.8 inputs a second (345 a minute) this season. Faster than 12% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun5.83461,209
Pai5.7343205
Sarah5.029733
Jacky5.53277
Aoi5.33205

By opponent's character

Jacky5.6334206
Lei Fei5.7341183
Pai5.8351168
Shun5.9353115
Sarah5.7339132
Akira5.633898
Kage5.633671
Goh5.834970
Jeffry5.935339
Brad6.237422
Jean5.834832
Vanessa5.935254
Lau5.935250
Aoi6.035842
El Blaze5.734019
Wolf5.835029
Dural5.633837
Lion6.036030
Taka5.734237
Eileen6.035925

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

Jacky54361866.7%+13.8
Lei Fei49232646.9%+1.9
Pai47192840.4%-15.9
Shun45222348.9%+1.1
Sarah44271761.4%+6.2
Akira30141646.7%-12.4
Kage28141450.0%-12.2
Goh26131350.0%-12.4
Jeffry1910952.6%-0.9
Brad1511473.3%+16.6
Jean148657.1%-4.7
Vanessa146842.9%+1.2
Lau139469.2%+9.8
Aoi129375.0%+7.4
El Blaze119281.8%+14.4
Wolf105550.0%-7.6
Dural83537.5%-5.0
Lion85362.5%+16.9
Taka83537.5%-30.2
Eileen660100.0%+48.8

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.

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 Fence58312753.5%+2.7
Full Fence52262650.0%-1.0
Rectangle51232845.1%-8.6
Low Fence48232547.9%-9.1
Octagon48321666.7%+12.8
Single Wall48272156.2%-0.8
Open46232350.0%-4.0
Half Fence37231462.2%+6.6
Breakable Full Fence2617965.4%+6.7
Full Fence and Open23131056.5%-3.5

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls27255.9%53.5%+2.4
No walls14251.4%55.6%-4.2

Walls against open: +6.5 points (95% range -3.5 to +16.6), p 0.204 — 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

Crashing_Blow2003 (Rank 32)2026/10/17102820.0%
Mr_LoverMan85 (Rank 31)2026/10/1576185.7%
HARLEMKNIGHT116 (Rank 32)2026/10/1482625.0%
ShooterMcJacky (Rank 29)2026/10/121613381.2%
Kungfuhustle99 (Rank 29)2026/10/0726161061.5%
Based_Ganja (Rank 32)2026/09/2784450.0%
SLIKBEATZ_ (Rank 25)2026/09/2484450.0%
SamhainX77 (Rank 27)2026/09/2375271.4%
Sevensided253 (Rank 31)2026/09/2275271.4%
lilpuncake123 (Rank 30)2026/09/1963350.0%
seedash (Rank 33)2026/09/112571828.0%
leefung._ (Rank 32)2026/09/0954180.0%
babo209 (Rank 27)2026/08/301410471.4%
Splatgoon (Rank 26)2026/08/2972528.6%
MoldMonkey93 (Rank 30)2026/08/2964266.7%
Kai_Uchiha10 (Rank 29)2026/08/2875271.4%
LuBuMBX (Rank 26)2026/08/26105550.0%
u_madNES (Rank 26)2026/08/2476185.7%
cate (Rank 26)2026/08/2294544.4%
DatDemo (Rank 27)2026/08/21149564.3%
JimmyBiscuits (Rank 30)2026/08/2175271.4%
xChimerax (Rank 30)2026/05/25108280.0%
RoperBand (Rank 27)2026/05/0664266.7%
itrap (Rank 28)2026/05/0674357.1%
ForemostFighter (Rank 22)2026/05/0464266.7%

Round openings

Every character

backdash into guardG40424.3%
punchP1317.9%
crouch into Haisenchu1P764.6%
Gyou'in Haishu3P674.0%
punchP into RengekiPP643.9%
crouch into Gyou'in Haishu3P543.2%
Koushinhi4P+K+G412.5%
backdash into evade down342.0%
backdash into Gyou'in Haishu3P271.6%
Haisenchu1P into Haisenchu Kaikakyaku1PK261.6%
RengekiPP into Saishu RenkangekiPPP261.6%
punchP into RenshouPP231.4%
Haisenchu1P191.1%
Tenshin Haishu4P191.1%
backdash into punchP191.1%

208 further openings account for the other 631 rounds.

Counted from 420 of the 460 matches played. The rest were not pulled for openings.

Shun

Career
2,470–2,420 · 50.5%
This season
386 matches · 54.1%
Peak rank
32

First hit in 53.9% of 1,384 rounds. Won 52.0% of the rounds they struck first, 47.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 18.3% of rounds, against 8.9% in their other rounds.
  • Against Akira: backs off first in 58.4% of rounds, against 36.8% against everyone else.
  • After winning a round: attacks straight away in 60.9% of rounds, against 41.7% after losing one.
  • When ahead: attacks straight away in 61.6% of rounds, against 46.1% when level or behind.
  • In round 1: opens with “crouch into 1P Haisenchu” in 11.7% of rounds, against 3.4% in their other rounds.
  • After losing a round: opens with “crouch into 1P Haisenchu” in 5.7% of rounds, against 1.0% after winning one.
  • When behind: opens with “crouch into 1P Haisenchu” in 6.1% of rounds, against 1.3% when ahead or level.

How is this tested?

backdash into guardG33424.1%
punchP886.3%
crouch into Haisenchu1P765.5%
Gyou'in Haishu3P674.8%
punchP into RengekiPP644.6%
crouch into Gyou'in Haishu3P543.9%
Koushinhi4P+K+G413.0%
backdash into Gyou'in Haishu3P271.9%
Haisenchu1P into Haisenchu Kaikakyaku1PK261.9%
RengekiPP into Saishu RenkangekiPPP261.9%
backdash into evade down241.7%
Haisenchu1P191.4%
Tenshin Haishu4P191.4%
punchP into Gyousentai2K171.2%
Kouhi Tentai7K+G161.2%

156 further openings account for the other 487 rounds.

Counted from 349 of the 386 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
Pai10–15 · 40%5–11 · 31%too few to test
Sarah17–5 · 77%9–6 · 60%too few to test
Jacky16–6 · 73%7–5 · 58%too few to test
Lei Fei9–9 · 50%3–10 · 23%too few to test
Kage6–6 · 50%6–8 · 43%too few to test
Shun2–9 · 18%2–1 · 67%too few to test
Goh8–8 · 50%3–3 · 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.

37 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?

Pai

Career
373–370 · 50.2%
This season
63 matches · 61.9%
Peak rank
26

First hit in 54.5% of 231 rounds. Won 61.9% of the rounds they struck first, 54.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG6126.4%
punchP3916.9%
punchP into RenshouPP2310.0%
Hi'en Tankyaku9K135.6%
backdash into evade down83.5%
punchP into Ensei Soushouheki4P73.0%
RenshouPP into RaigekishouPPP52.2%
backdash into punchP52.2%
Sensaitai2K into Renka Sentai2KK41.7%
backdash41.7%
backdash into Rikensui1P41.7%
Meishouho4P+K+G31.3%
back punch+kick4P+K31.3%
backdash into Enbikyaku3K+G31.3%
down-back punch+kick1P+K31.3%

32 further openings account for the other 46 rounds.

Counted from 60 of the 63 matches played. The rest were not pulled for openings.

Sarah

Career
67–71 · 48.5%
This season
9 matches · 44.4%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG821.1%
backdash410.5%
backdash into Low Spin Kick3K+G410.5%
punchP410.5%
backdash into Double Rise Kick4P+K37.9%
backdash into Crescent Heel4K+G25.3%
backdash into Somersault Kick7K25.3%
crouch into Low Kick2K25.3%
punchP into Jab StraightPP25.3%
Jab StraightPP into Flash Piston PunchPPP12.6%
Low Kick2K into kickK12.6%
Low Spin Kick3K+G12.6%
Rising Elbow6P into Elbow Side Chop6PP12.6%
backdash into Long Snap Side Chop3P+K12.6%
backdash into Serpent Toe Kick2P+K12.6%

1 further openings account for the other 1 rounds.

Jacky

Career
2–2 · 50.0%
This season
2 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down228.6%
Slant Back Knuckle1P114.3%
backdash into Slant Back Knuckle1P114.3%
backdash into guardG114.3%
backdash into punchP114.3%
backdash into throwP+G114.3%

Not counted here: Aoi. Their matches 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 (18 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: 7 of 18 tests hold up
  • Pai: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Jacky: not tested (too few rounds)