VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

cyome3316

  • Taka
  • Pai
  • Goh
  • Jacky
Career matches3,323
Career win rate47.8%
Round win rate46.9%
Peak rank26
Distinct opponents95
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1345 #2,936 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

Shun262,1921,1071,08550.5%
Taka2564230433847.4%
Goh212688418431.3%
Pai222028511742.1%
Jacky211991047.4%

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

590 of 847 rounds counted

9.2 inputs a second (552 a minute) this season. Faster than 89% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun10.0601341
Taka8.1485239
Jacky8.349910

By opponent's character

Aoi9.154395
Akira9.355974
Pai8.551059
Wolf10.361630
Jeffry9.355854
Sarah9.255442
Goh10.160832
Kage9.355946
Jacky8.249013
Lau8.751933
Shun9.456534
Jean10.160818
El Blaze8.751915
Brad9.255312
Eileen9.255014
Taka8.953311
Lion10.76424
Vanessa8.45034

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

Aoi32201262.5%+14.9
Akira2461825.0%-23.4
Pai2071335.0%-12.8
Wolf2081240.0%-11.4
Jeffry1971236.8%-9.3
Sarah1771041.2%+3.9
Goh167943.8%-0.2
Kage129375.0%+25.0
Jacky105550.0%-1.1
Lau84450.0%-2.1
Shun86275.0%+24.1
Jean65183.3%+48.2
El Blaze51420.0%-14.8
Brad4040.0%-45.1
Eileen42250.0%-10.1
Taka32166.7%+15.4
Lion21150.0%+8.6
Vanessa220100.0%+70.4

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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 Fence2617965.4%+14.3
Low Fence2491537.5%-14.6
Breakable Full Fence23131056.5%+12.7
Open23111247.8%-0.0
Single Wall2371630.4%-13.4
Rectangle21111052.4%+2.7
Octagon189950.0%-2.1
Half Fence1761135.3%-10.2
Full Fence and Open158753.3%+18.0
Full Fence124833.3%-12.5

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
Walls11751.3%48.7%+2.6
No walls7038.6%46.9%-8.4

Walls against open: +10.9 points (95% range -3.8 to +25.7), p 0.145 — 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

osAnKIRA (Rank 21)2026/10/1752340.0%
asteroid-belt777 (Rank 24)2026/10/1475271.4%
mitorakujo (Rank 27)2026/10/1242250.0%
みらめたる (Rank 21)2026/10/12440100.0%
shinkita (Rank 23)2026/10/064040.0%
亀 (Rank 25)2026/10/0452340.0%
怨霊~♪ 俺♡ お礼 (Rank 26)2026/09/3031233.3%
camelvf (Rank 25)2026/09/2941325.0%
ゅろぽ (Rank 24)2026/09/2241325.0%
chimichama (Rank 21)2026/09/08550100.0%
gimoring (Rank 26)2026/08/3072528.6%
CHASER (Rank 24)2026/08/0232166.7%
GWO (Rank 24)2026/06/2842250.0%
emespink (Rank 27)2026/06/2843175.0%
要你命3000 (Rank 25)2026/06/2841325.0%
drnneb75 (Rank 27)2026/06/2195455.6%
委員ちょ@BAD (Rank 21)2026/06/20330100.0%
user (Rank 26)2026/06/0742250.0%
Garuyan (Rank 25)2026/06/0731233.3%
Martin1833 (Rank 24)2026/06/0731233.3%
うらら (Rank 26)2026/05/3031233.3%
imhanzo (Rank 26)2026/05/0932166.7%
DOOBU (Rank 24)2026/03/294040.0%
M&E (Rank 23)2026/03/2932166.7%
こて (Rank 23)2026/03/2831233.3%

Round openings

Every character

crouch into Haisenchu1P13817.6%
crouch into Gyou'in Haishu3P516.5%
Tenshin Souchushou6P+K395.0%
Kumoyaburi4P+K into Ten'yaburi4P+KP354.5%
backdash into Mageryu46P263.3%
crouch into Tsuyubarai2P+K212.7%
KaminaridaikoK+G into Kaminaridaiko Hasami'uchiK+GP202.5%
offensive move into evade down202.5%
guardG into evade down162.0%
Haisenchu1P131.7%
Morotezuki66P into Morote Tsuppari66PP121.5%
crouch dash forward into throwP+G121.5%
crouch into down-back kick1K121.5%
guardG121.5%
Sokubi Otoshi41236P111.4%

177 further openings account for the other 345 rounds.

Counted from 196 of the 212 matches played. The rest were not pulled for openings.

Shun

Career
1,107–1,085 · 50.5%
This season
113 matches · 53.1%
Peak rank
26

First hit in 64.1% of 415 rounds. Won 49.2% of the rounds they struck first, 44.3% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “6P+K Tenshin Souchushou” in 21.0% of rounds, against 5.4% in their other rounds.

How is this tested?

crouch into Haisenchu1P13832.9%
crouch into Gyou'in Haishu3P5112.1%
Tenshin Souchushou6P+K399.3%
offensive move into evade down204.8%
Haisenchu1P133.1%
crouch dash forward into throwP+G122.9%
punchP into RengekiPP112.6%
Dokuritsu Kanpai46P+K92.1%
Gyou'in Haishu3P71.7%
Kasen Chugeki6P into Kasen Zenbokushou6PP61.4%
Rensai Gakushu46PP into Rengeki Gakushu46PPP61.4%
guardG into evade down61.4%
Haisenchu1P into Haisenchu Kaikakyaku1PK51.2%
Tenshin Benshu4P+K into throwP+G51.2%
crouch into Fukuchougeki2P51.2%

57 further openings account for the other 87 rounds.

Counted from 105 of the 113 matches played. The rest were not pulled for openings.

Taka

Career
304–338 · 47.4%
This season
78 matches · 42.3%
Peak rank
25

First hit in 53.4% of 279 rounds. Won 53.0% of the rounds they struck first, 35.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kumoyaburi4P+K into Ten'yaburi4P+KP3512.5%
backdash into Mageryu46P269.3%
crouch into Tsuyubarai2P+K217.5%
KaminaridaikoK+G into Kaminaridaiko Hasami'uchiK+GP207.2%
Morotezuki66P into Morote Tsuppari66PP124.3%
Sokubi Otoshi41236P113.9%
Aka'oni MidaremageP+K103.6%
crouch into Shita Harite2P103.6%
guardG into evade down82.9%
Chu Tsuppari 26P+KP into Chu Tsuppari 36P+KPP72.5%
crouch into Kachi'age33P+K62.1%
guardG62.1%
Dohyouwari43P51.8%
Kumoyaburi4P+K into Yoko Harite4P51.8%
crouch into Takatsumehashi3P+K51.8%

66 further openings account for the other 92 rounds.

Counted from 70 of the 78 matches played. The rest were not pulled for openings.

Pai

Career
85–117 · 42.1%
This season
15 matches · 26.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into down-back kick1K1219.7%
Rikensui1P813.1%
evade up into Hi'en Rekkyaku9KK69.8%
Soukasui3P into Souka Senpukyaku3PK58.2%
Meishouho4P+K+G34.9%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK23.3%
Hi'en Tankyaku9K into kickK23.3%
Rikensui1P into backdash23.3%
kickK into Ko'en SenkyakuKK23.3%
Chouho Soukasui66P+K11.6%
Honshin Soukyaku1K+G11.6%
Meishouho4P+K+G into Ensei SenpukyakuK+G11.6%
Rikensui1P into evade down11.6%
Ryoushou6P+K into Renkan Maho Chuken6P+KP11.6%
Senchuken6P into crouch11.6%

13 further openings account for the other 13 rounds.

Goh

Career
84–184 · 31.3%
This season
3 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K323.1%
Shouda~KasumigoroshiPK into Kasumigoroshi~ShikigamiPKP215.4%
Soukyu46P215.4%
punchP into kickK215.4%
Karura4P+K17.7%
backdash into Soukyu46P17.7%
crouch into Shouzuka Okuri1P+K17.7%
offensive move into Hiji'ate6P17.7%

Jacky

Career
9–10 · 47.4%
This season
3 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Lightning Kick 42K+GKKK into Lightning Kick 52K+GKKKK110.0%
Long Stride Back Knuckle4P+K into backward movement110.0%
Middle Smash Back Knuckle6PP into Rib CrushPP6PPP110.0%
Slide Shuffle (Deflect)4P+K+G into Standing Knee Kick Combo: Spark4KKK110.0%
Spin Heel Sword4K+G into evade up110.0%
backdash into Spin Heel Sword4K+G110.0%
evade up into up-back kick+guard7K+G110.0%
guardG110.0%
guardG into evade down110.0%
punchP into Jab StraightPP110.0%

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 (17 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: 1 of 17 tests hold up
  • Taka: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Jacky: not tested (too few rounds)