VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

あなたのかみさま

  • Jacky
Career matches14,498
Career win rate42.4%
Round win rate47.6%
Peak rank26
Distinct opponents525
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1393 #2,685 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

Shun2613,7685,9367,83243.1%
Jacky2172021150929.3%
Lau—103730.0%

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

5,151 of 6,198 rounds counted

10.0 inputs a second (599 a minute) this season. Faster than 95% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun10.05995,151

By opponent's character

Akira10.1606778
Jacky10.0602418
Wolf10.4622436
Aoi9.9592386
Pai9.8589342
Shun10.2609304
Sarah9.8591291
Jeffry10.0600250
Lion9.5571200
Goh10.0601268
Kage9.9597276
Lau10.2612251
Jean9.5571188
Eileen9.7584196
Vanessa10.0597176
Brad9.9595115
El Blaze9.858797
Lei Fei9.557074
Dural10.261153
Taka10.361752

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

Akira22811910952.2%+2.1
Jacky150737748.7%+2.9
Wolf135409529.6%-11.1
Aoi115664957.4%+8.8
Pai106466043.4%-1.8
Shun89424747.2%+3.7
Sarah88365240.9%-6.7
Jeffry83414249.4%+3.7
Lion78364246.1%-1.1
Goh76304639.5%-5.6
Kage76344244.7%+0.1
Lau69363352.2%+2.6
Jean59332655.9%+9.3
Eileen52252748.1%+1.2
Vanessa51302158.8%+3.9
Brad44232152.3%+4.9
El Blaze40211952.5%+6.1
Lei Fei1921710.5%-38.9
Dural1641225.0%-19.1
Taka1551033.3%-8.6

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Rectangle186899747.9%+0.7
Full Fence177819645.8%+0.7
Breakable Half Fence171759643.9%-2.5
Half Fence156669042.3%-2.5
Breakable Full Fence151708146.4%+0.3
Octagon151797252.3%+4.2
Single Wall151797252.3%+4.7
Open146767052.0%+4.5
Low Fence138627644.9%-2.5
Full Fence and Open78275134.6%-12.9

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
Walls99246.4%46.3%+0.1
No walls43549.9%47.8%+2.1

Walls against open: -2.0 points (95% range -7.6 to +3.6), p 0.481 — 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

TAIDADA (Rank 26)2026/10/16127558.3%
T0_MoA_Ki227 (Rank 22)2026/10/1534191555.9%
あかげら (Rank 24)2026/10/14168850.0%
yasai (Rank 24)2026/10/132191242.9%
cjnholife (Rank 24)2026/10/13123925.0%
NEKOz (Rank 28)2026/10/13127558.3%
Jyuryoku_Eileen (Rank 24)2026/10/131811761.1%
ターム (Rank 26)2026/10/111512380.0%
omuretukun (Rank 25)2026/10/101711664.7%
brutalokina (Rank 25)2026/10/081221016.7%
たけし (Rank 26)2026/10/081914573.7%
thatamaru (Rank 24)2026/10/08137653.9%
パパ (Rank 27)2026/09/30103730.0%
あらら (Rank 26)2026/09/29112918.2%
Kmegane (Rank 25)2026/09/18123925.0%
zxyzguy (Rank 24)2026/09/12136746.1%
どろパイ (Rank 28)2026/09/081641225.0%
GWO (Rank 25)2026/09/08104640.0%
osAnKIRA (Rank 21)2026/09/05148657.1%
MELTBUTTER (Rank 22)2026/09/05125741.7%
Akagera_forest-K (Rank 23)2026/08/1996366.7%
arafif-50 (Rank 25)2026/08/1792722.2%
horahukin-DRZ (Rank 25)2026/07/30147750.0%
紫荆一头牛 (Rank 24)2026/07/2994544.4%
紅ショウガ (Rank 26)2026/04/19115645.5%

Round openings

Every character

offensive move4959.0%
crouch into Haisenchu1P4838.8%
crouch into Haisenchu Kaikakyaku1PK4788.7%
punchP into RengekiPP3736.8%
backward movement into Kasen Chugeki6P2815.1%
Haisenchu1P2514.5%
Getsuga Gakushu46P2113.8%
backward movement into Gekizan Senchu3P+K1352.5%
Tenshin Souchushou6P+K1282.3%
backward movement into Kasen Zenbokushou6PP1272.3%
backdash into Shinho Suikoushu43P+K1232.2%
Rensai Gakushu46PP into Rengeki Gakushu46PPP1162.1%
backdash into Kasen Gyou'in6P+K+G1071.9%
backdash into Dokuritsu Kanpai46P+K981.8%
Kasen Chugeki6P into Kasen Zenbokushou6PP921.7%

301 further openings account for the other 2,022 rounds.

Counted from 1,414 of the 1,589 matches played. The rest were not pulled for openings.

Shun

Career
5,936–7,832 · 43.1%
This season
1,587 matches · 46.7%
Peak rank
26

First hit in 53.5% of 5,483 rounds. Won 51.5% of the rounds they struck first, 43.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 31.2% of rounds, against 16.8% in their other rounds.
  • Against Lei Fei: moves in first in 3.0% of rounds, against 0.5% against everyone else.
  • After losing a round: waits first in 23.5% of rounds, against 9.5% after winning one.
  • When behind: waits first in 23.9% of rounds, against 11.7% when ahead or level.
  • On 1–4 drinks: waits first in 30.1% of rounds, against 15.5% on other drink counts.
  • In round 1: opens with “crouch into 1PK Haisenchu Kaikakyaku” in 15.4% of rounds, against 6.3% in their other rounds.
  • Against Akira: opens with “offensive move” in 12.9% of rounds, against 8.4% against everyone else.
  • After opening the round before with “crouch into 1P Haisenchu”: opens with “crouch into 1P Haisenchu” in 12.8% of rounds, against 6.9% after anything else.
  • After losing a round: opens with “crouch into 1PK Haisenchu Kaikakyaku” in 9.8% of rounds, against 2.6% after winning one.
  • When behind: opens with “crouch into 1PK Haisenchu Kaikakyaku” in 9.5% of rounds, against 3.9% when ahead or level.
  • On 5–9 drinks: opens with “P punch into PP Rengeki” in 13.5% of rounds, against 8.3% on other drink counts.

How is this tested?

offensive move4959.0%
crouch into Haisenchu1P4838.8%
crouch into Haisenchu Kaikakyaku1PK4788.7%
punchP into RengekiPP3736.8%
backward movement into Kasen Chugeki6P2815.1%
Haisenchu1P2514.5%
Getsuga Gakushu46P2113.8%
backward movement into Gekizan Senchu3P+K1352.5%
Tenshin Souchushou6P+K1282.3%
backward movement into Kasen Zenbokushou6PP1272.3%
backdash into Shinho Suikoushu43P+K1232.2%
Rensai Gakushu46PP into Rengeki Gakushu46PPP1162.1%
backdash into Kasen Gyou'in6P+K+G1071.9%
backdash into Dokuritsu Kanpai46P+K981.8%
Kasen Chugeki6P into Kasen Zenbokushou6PP921.7%

298 further openings account for the other 2,016 rounds.

Counted from 1,412 of the 1,587 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
Akira62–66 · 48%32–11 · 74%-24.7
Jacky37–42 · 47%19–18 · 51%-5.5
Wolf24–43 · 36%4–24 · 14%too few to test
Pai31–37 · 46%11–13 · 46%too few to test
Aoi45–29 · 61%12–9 · 57%too few to test
Sarah18–26 · 41%12–21 · 36%+5.7
Shun23–31 · 43%7–11 · 39%too few to test
Jeffry18–28 · 39%14–7 · 67%too few to test
Lion13–20 · 39%17–13 · 57%-16.8
Kage20–22 · 48%10–11 · 48%too few to test
Goh14–26 · 35%9–7 · 56%too few to test
Lau21–18 · 54%10–8 · 56%too few to test
Jean22–13 · 63%7–11 · 39%too few to test
Eileen12–18 · 40%8–7 · 53%too few to test
Vanessa12–7 · 63%12–8 · 60%too few to test
Brad14–17 · 45%5–4 · 56%too few to test
El Blaze14–11 · 56%2–2 · 50%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.

175 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?

Jacky

Career
211–509 · 29.3%
This season
2 matches · 50.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement233.3%
Middle Smash6P116.7%
backdash into Double Back Knuckle4PP116.7%
evade down into Middle Spin Kick46K+G116.7%
guardG116.7%

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: 11 of 20 tests hold up
  • Jacky: not tested (too few rounds)