VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

アベル

  • Kage
  • Sarah
Career matches11,533
Career win rate49.2%
Round win rate48.4%
Peak rank33
Distinct opponents501
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1510 #1,942 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

Shun336,1303,0723,05850.1%
Kage294,6192,2682,35149.1%
Sarah2678434044443.4%

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

3,782 of 4,239 rounds counted

7.2 inputs a second (432 a minute) this season. Faster than 51% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.34402,731
Kage6.94121,036
Sarah5.030315

By opponent's character

Wolf7.3436385
Akira7.4442371
Jacky7.3439383
Goh7.3437260
Shun7.5449275
Pai7.3440238
Jeffry7.1426234
Sarah7.1426244
Jean6.7402193
Aoi7.1425175
Lion7.1425158
Brad7.2432186
Lau7.4446163
Kage7.1424126
Vanessa6.9416106
Lei Fei6.9415109
El Blaze7.041876
Eileen7.142867
Dural6.538810
Taka6.538923

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

Wolf108456341.7%-7.8
Akira104505448.1%-1.0
Jacky98475148.0%-3.7
Goh73393453.4%+7.5
Shun72363650.0%+1.0
Pai71343747.9%-4.3
Jeffry69383155.1%+7.8
Sarah69274239.1%-7.1
Jean58273146.5%-0.1
Aoi54312357.4%+5.7
Lion51252649.0%-1.3
Brad50292158.0%+9.5
Lau46222447.8%-1.7
Kage41192246.3%-2.8
Vanessa28171160.7%+8.6
Lei Fei26131350.0%-4.0
El Blaze1910952.6%+4.1
Eileen178947.1%-3.6
Dural85362.5%+13.0
Taka64266.7%+15.5

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Single Wall130597145.4%-3.6
Open122645852.5%+3.8
Rectangle118536544.9%-5.4
Breakable Full Fence106466043.4%-7.3
Octagon104515349.0%+1.2
Breakable Half Fence103485546.6%-2.8
Low Fence99603960.6%+11.1
Full Fence87474054.0%+5.4
Half Fence86404646.5%-3.9
Full Fence and Open58283048.3%+0.3

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
Walls60447.2%49.3%-2.1
No walls35152.1%49.3%+2.8

Walls against open: -5.0 points (95% range -11.7 to +1.8), p 0.150 — 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

44884 (Rank 33)2026/10/1295455.6%
BANANA (Rank 30)2026/10/12110110.0%
midori6127 (Rank 29)2026/10/1265183.3%
Holmes-sensei (Rank 28)2026/10/1173442.9%
Tangent_arc1993 (Rank 28)2026/09/2865183.3%
sentakuya_k (Rank 30)2026/09/281751229.4%
kupipi_ff11 (Rank 28)2026/09/2871614.3%
PIECE-Estate66 (Rank 31)2026/09/2882625.0%
hayate (Rank 32)2026/09/2862433.3%
gta4vcs (Rank 29)2026/09/2773442.9%
ルビーロマン葵 (Rank 32)2026/09/2464266.7%
どろパイ (Rank 29)2026/09/24137653.9%
HIGE (Rank 32)2026/09/0673442.9%
らお (Rank 27)2026/09/0674357.1%
∈挙動不審∋ (Rank 33)2026/08/31103730.0%
Sasuquatchfabrix (Rank 30)2026/08/29660100.0%
イイダ (Rank 29)2026/08/2963350.0%
spacejamplus (Rank 27)2026/08/27105550.0%
Teruo_1114 (Rank 29)2026/08/2295455.6%
ちむ (Rank 32)2026/08/0374357.1%
ばねばば (Rank 32)2026/07/3164266.7%
chileung18 (Rank 32)2026/07/271441028.6%
しゅが~nsr (Rank 28)2026/07/2575271.4%
雷電 (Rank 30)2026/07/2164266.7%
champion-244 (Rank 27)2026/07/1785362.5%

Round openings

Every character

offensive move3388.4%
evade up2095.2%
Rasen4P1934.8%
crouch into Haisenchu1P1714.2%
Koushinhi4P+K+G into crouch dash back1674.1%
evade down1654.1%
guardG1634.0%
Rasen4P into Rasen Urageri4PK1162.9%
crouch into Gyou'in Haishu3P1082.7%
Honshin Rensenkyaku4K+G982.4%
backdash into Gyou'in Haishu3P972.4%
backdash into crouch872.1%
evade down into Rasen4P661.6%
Koushinhi4P+K+G641.6%
Tenshin Souchushou6P+K611.5%

356 further openings account for the other 1,938 rounds.

Counted from 1,017 of the 1,068 matches played. The rest were not pulled for openings.

Shun

Career
3,072–3,058 · 50.1%
This season
773 matches · 49.7%
Peak rank
33

First hit in 60.5% of 2,895 rounds. Won 51.0% of the rounds they struck first, 44.1% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 54.6% of rounds, against 38.6% in their other rounds.
  • Against Aoi: waits first in 38.1% of rounds, against 18.5% against everyone else.
  • After opening the round before by backing off: backs off first in 32.0% of rounds, against 16.8% after anything else.
  • After losing a round: waits first in 23.9% of rounds, against 14.9% after winning one.
  • When behind: waits first in 22.4% of rounds, against 14.9% when ahead or level.
  • On 15–19 drinks: evades first in 33.7% of rounds, against 19.6% on other drink counts.
  • In round 1: opens with “crouch into 1P Haisenchu” in 16.5% of rounds, against 2.3% in their other rounds.
  • Against Sarah: opens with “4P+K+G Koushinhi into crouch dash back” in 15.4% of rounds, against 5.0% against everyone else.
  • On Open stages: opens with “offensive move” in 17.0% of rounds, against 10.7% on the other stages.
  • After opening the round before with “4P+K+G Koushinhi into crouch dash back”: opens with “4P+K+G Koushinhi into crouch dash back” in 8.4% of rounds, against 2.8% after anything else.
  • After losing a round: opens with “offensive move” in 12.8% of rounds, against 4.4% after winning one.
  • When behind: opens with “offensive move” in 14.2% of rounds, against 5.4% when ahead or level.
  • On 15–19 drinks: opens with “evade up” in 16.6% of rounds, against 5.0% on other drink counts.

How is this tested?

offensive move33811.6%
crouch into Haisenchu1P1715.9%
Koushinhi4P+K+G into crouch dash back1675.7%
evade up1445.0%
evade down1294.4%
guardG1284.4%
crouch into Gyou'in Haishu3P1083.7%
Honshin Rensenkyaku4K+G983.4%
backdash into Gyou'in Haishu3P973.3%
backdash into crouch873.0%
Koushinhi4P+K+G642.2%
Tenshin Souchushou6P+K612.1%
backdash into Rengeki Gakushu46PPP602.1%
crouch into Zensen Soutai2K+G531.8%
forward dash into throwP+G391.3%

230 further openings account for the other 1,168 rounds.

Counted from 733 of the 773 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
Wolf20–30 · 40%8–13 · 38%too few to test
Jacky14–24 · 37%12–8 · 60%too few to test
Goh15–15 · 50%10–5 · 67%too few to test
Pai20–18 · 53%6–10 · 38%too few to test
Akira14–15 · 48%12–12 · 50%too few to test
Sarah10–17 · 37%10–10 · 50%too few to test
Shun9–15 · 38%13–11 · 54%too few to test
Jeffry11–12 · 48%14–5 · 74%too few to test
Jean11–14 · 44%10–7 · 59%too few to test
Lion14–9 · 61%5–7 · 42%too few to test
Lau10–12 · 45%7–2 · 78%too few to test
Kage5–10 · 33%7–5 · 58%too few to test
Aoi9–6 · 60%8–4 · 67%too few to test
Brad7–9 · 44%5–2 · 71%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.

40 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?

Kage

Career
2,268–2,351 · 49.1%
This season
280 matches · 48.9%
Peak rank
29

First hit in 58.5% of 1,071 rounds. Won 49.5% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • Against Akira: evades first in 32.9% of rounds, against 18.1% against everyone else.
  • On Open stages: moves in first in 7.0% of rounds, against 1.9% on the other stages.
  • After opening the round before by evading: evades first in 31.5% of rounds, against 19.5% after anything else.
  • After losing a round: waits first in 7.0% of rounds, against 2.8% after winning one.
  • When behind: waits first in 8.5% of rounds, against 2.4% when ahead or level.
  • Against Akira: opens with “evade up” in 12.7% of rounds, against 3.6% against everyone else.
  • On Full Fence stages: opens with “evade up” in 15.3% of rounds, against 4.0% on the other stages.
  • After landing the first hit of the round before: opens with “63214P Kouten” in 4.3% of rounds, against 2.1% after being hit first.

How is this tested?

Rasen4P19318.0%
Rasen4P into Rasen Urageri4PK11610.8%
evade down into Rasen4P666.2%
evade up534.9%
Kouten63214P484.5%
Rasen4P into backward movement363.4%
backdash into Gen'you4K+G302.8%
evade down292.7%
backdash into Yokoshutou4P+K282.6%
Rakujin Gaeri44P272.5%
guardG272.5%
backdash into Senpujin2P+K242.2%
Ryubisen44K+G222.0%
Rasen4P into Furikakato OtoshiK+G171.6%
forward movement into Rasen4P171.6%

122 further openings account for the other 340 rounds.

Counted from 269 of the 280 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Kage

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira14–13 · 52%1–7 · 12%too few to test
Jacky8–12 · 40%1–3 · 25%too few to test
Brad10–5 · 67%4–1 · 80%too few to test
Jeffry1–6 · 14%5–4 · 56%too few to test
Wolf5–10 · 33%1–3 · 25%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.

11 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?

Sarah

Career
340–444 · 43.4%
This season
15 matches · 33.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up1221.4%
guardG814.3%
evade down712.5%
evade down into Setup Combination3PK47.1%
Hide Side Kick (Deflect)P+K35.4%
evade up into evade down35.4%
Back Knuckle Turn44P23.6%
backdash into Crescent Heel4K+G23.6%
backward movement into Crescent Heel4K+G23.6%
crouch dash back into Crescent Heel4K+G23.6%
evade up into guardG23.6%
no input23.6%
Double Rise Kick4P+K11.8%
Long Snap Side Chop3P+K11.8%
backdash into Double Rise Kick4P+K11.8%

4 further openings account for the other 4 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 (34 here; about 1.7 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: 13 of 19 tests hold up
  • Kage: 8 of 15 tests hold up
  • Sarah: not tested (too few rounds)