VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

abeshi1169es

  • Lion
  • Goh
  • Pai
Career matches245
Career win rate49.0%
Round win rate44.4%
Peak rank26
Distinct opponents23
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1419 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

Shun261951049153.3%
Lion2138112728.9%
Pai21115645.5%
Goh211010.0%

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

145 of 160 rounds counted

6.4 inputs a second (386 a minute) this season. Faster than 29% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun6.6397101
Lion6.237037
Goh5.33163
Pai5.33184

By opponent's character

Sarah6.639526
Akira6.338121
Jacky6.841119
Wolf6.338020
Lau6.337515
Shun5.43226
Aoi6.03609
Taka7.14268
Eileen6.43825
El Blaze6.94143
Jeffry6.13643
Kage5.73445
Pai7.24325

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

Sarah64266.7%+18.4
Akira52340.0%-23.8
Jacky52340.0%-1.4
Wolf53260.0%+17.1
Lau41325.0%-33.3
Shun4040.0%-12.9
Aoi3030.0%-40.4
Taka220100.0%+26.4
Vanessa21150.0%+13.3
Eileen110100.0%+55.8
El Blaze1010.0%-46.7
Jeffry110100.0%+30.8
Kage110100.0%+57.9
Pai110100.0%+50.5

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

Low Fence91811.1%-27.2
Single Wall86275.0%+19.6
Open63350.0%+4.6
Half Fence51420.0%-35.1
Full Fence and Open42250.0%+14.3
Rectangle42250.0%+23.3
Breakable Half Fence32166.7%+3.2
Breakable Full Fence220100.0%+26.4

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
Walls1450.0%50.8%-0.8
No walls2343.5%45.3%-1.8

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

Most played opponents, most recent first

みつお (Rank 21)2026/10/0221150.0%
PuzzG/ぱず爺 (Rank 36)2026/10/022020.0%
けいすけ新宿 (Rank 25)2026/09/1031233.3%
kimxxxtt (Rank 21)2026/09/0921150.0%
yagi[JP] (Rank 24)2026/08/31110100.0%
Multipla (Rank 24)2026/07/16110100.0%
Oo-Mujirushi-oO (Rank 29)2026/07/16110100.0%
ちび-G (Rank 30)2026/07/161010.0%
Mon3tr (Rank 24)2026/07/161010.0%
bonbon (Rank 34)2026/07/161010.0%
Might小麥豆漿 (Rank 22)2026/07/02110100.0%
sper8469 (Rank 22)2026/07/02220100.0%
Laphroaig10 (Rank 27)2026/06/301010.0%
★★★★★ (Rank 27)2026/06/22110100.0%
kobaman (Rank 23)2026/06/1931233.3%
よしやるか (Rank 27)2026/06/0432166.7%
はいからさん (Rank 27)2026/05/252020.0%
AcidNine-JPN (Rank 26)2026/05/222020.0%
真 (Rank 23)2026/05/22220100.0%
ttfour@サラしかできないw (Rank 22)2026/05/2142250.0%
聖☆奈♡♡ (Rank 25)2026/05/19110100.0%
shiphon74 (Rank 27)2026/05/1421150.0%
マサオJ (Rank 40)2026/03/312020.0%

Round openings

Every character

crouch into Haisenchu1P2213.8%
evade down into guardG148.8%
punchP into RengekiPP116.9%
backdash into Kishitsu Kasensou43P74.4%
guardG into crouch63.8%
guardG into evade down63.8%
Rensai Gakushu46PP into Rengeki Gakushu46PPP53.1%
Haisenchu1P42.5%
backdash into Taizan Soukoushu4P+K42.5%
punchP into Chougeki RigoutaiPK42.5%
backward movement into Kasen Zenbokushou6PP31.9%
crouch dash back into Tenshin Souchushou6P+K31.9%
punchP into Koushu RensuiPP31.9%
Getsuga Gakushu46P into Rensai Gakushu46PP21.2%
Koushinhi4P+K+G into backdash21.2%

53 further openings account for the other 64 rounds.

Shun

Career
104–91 · 53.3%
This season
30 matches · 53.3%
Peak rank
26

First hit in 62.5% of 112 rounds. Won 48.6% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Haisenchu1P2219.0%
evade down into guardG1412.1%
punchP into RengekiPP119.5%
Rensai Gakushu46PP into Rengeki Gakushu46PPP54.3%
Haisenchu1P43.5%
guardG into crouch43.5%
punchP into Chougeki RigoutaiPK43.5%
backward movement into Kasen Zenbokushou6PP32.6%
crouch dash back into Tenshin Souchushou6P+K32.6%
Getsuga Gakushu46P into Rensai Gakushu46PP21.7%
Koushinhi4P+K+G into backdash21.7%
backdash into Gyou'in Haishu3P21.7%
evade down into RengekiPP21.7%
evade up21.7%
guardG into Fukuchougeki2P21.7%

29 further openings account for the other 34 rounds.

Lion

Career
11–27 · 28.9%
This season
9 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kishitsu Kasensou43P718.9%
backdash into Taizan Soukoushu4P+K410.8%
guardG into evade down38.1%
punchP into Koushu RensuiPP38.1%
backdash into Sentai4K25.4%
guardG into punchP25.4%
Koushu RensuiPP into Renkan SenshouPPP12.7%
Koushu RensuiPP into Rensui SoushuPPP+K12.7%
Koushutai44K into Souji SenpuP+K12.7%
backdash12.7%
backdash into Dantai3K12.7%
backdash into Senkyutai1K12.7%
backdash into Shicchi Soutai3K+G12.7%
crouch into Rakugekishou3PP12.7%
evade down into Senkyutai1K12.7%

7 further openings account for the other 7 rounds.

Pai

Career
5–6 · 45.5%
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Renka Sentai2KK250.0%
guardG into crouch125.0%
guardG into evade down125.0%

Goh

Career
0–1 · 0.0%
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Jibishou3P+K133.3%
crouch into guardG133.3%
guardG into crouch133.3%

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

  • Shun: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Goh: not tested (too few rounds)