VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Shun

fdjskjfsdls

  • Jean
  • Jeffry
  • Aoi
  • Brad
Career matches10,516
Career win rate48.1%
Round win rate49.0%
Peak rank30
Distinct opponents349
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1564 #1,578 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

Shun3010,4995,0565,44348.2%
Jean2183537.5%
Brad2161516.7%
Aoi2121150.0%
Jeffry261010.0%

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

4,592 of 5,317 rounds counted

7.9 inputs a second (474 a minute) this season. Faster than 69% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.94734,561
Jean8.350113
Jeffry8.34999
Aoi8.35014
Brad9.85865

By opponent's character

Wolf7.9475553
Akira8.0482543
Goh8.0478438
Aoi8.1483373
Jeffry7.5452310
Pai8.1484275
Jacky7.9475288
Jean7.8466227
El Blaze7.9471233
Sarah7.6455242
Kage7.8468190
Brad7.7463178
Shun7.6459176
Vanessa7.9475123
Lau8.0478120
Lion8.1487132
Lei Fei8.048172
Dural8.148737
Eileen8.551140
Taka7.847042

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

Wolf150737748.7%+2.5
Akira146816555.5%+8.6
Goh124655952.4%+3.9
Aoi102624060.8%+5.7
Jeffry92415144.6%-2.0
Pai91415045.0%-6.5
Jacky77374048.0%-1.4
Jean72324044.4%-2.4
El Blaze70264437.1%-10.4
Sarah70294141.4%-8.9
Kage57302752.6%+4.0
Brad51242747.1%-3.0
Shun45252055.6%+4.3
Vanessa42241857.1%+6.3
Lau41212051.2%+3.1
Lion41162539.0%-11.0
Lei Fei2681830.8%-14.2
Dural136746.1%+5.7
Eileen127558.3%+2.3
Taka114736.4%-9.4

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Octagon151688345.0%-4.6
Rectangle142598341.5%-7.1
Single Wall141657646.1%-2.7
Breakable Full Fence136686850.0%+1.3
Full Fence133765757.1%+8.2
Half Fence132686451.5%+4.4
Low Fence130666450.8%+1.8
Breakable Half Fence125656052.0%+2.1
Open115625353.9%+5.1
Full Fence and Open60273345.0%-4.8

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
Walls81949.3%48.9%+0.5
No walls38650.0%48.9%+1.1

Walls against open: -0.6 points (95% range -6.7 to +5.5), p 0.853 — 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

KillBill (Rank 32)2026/09/141912763.2%
こて (Rank 28)2026/09/141110190.9%
orz (Rank 28)2026/09/1436211558.3%
かりすまっくすさん★ (Rank 31)2026/09/142014670.0%
juste (Rank 31)2026/09/14147750.0%
バジ松 (Rank 31)2026/09/141551033.3%
BANANA (Rank 32)2026/09/132291340.9%
CELIS (Rank 28)2026/09/13117463.6%
え~る (Rank 32)2026/09/131961331.6%
ER_higante (Rank 29)2026/09/12114736.4%
ありがとナス (Rank 28)2026/09/07124833.3%
亀 (Rank 24)2026/09/06119281.8%
jiwoonpk (Rank 31)2026/08/24134930.8%
B.S.R-JP (Rank 26)2026/08/24136746.1%
ShieldHolder (Rank 27)2026/08/24127558.3%
カミナリおやじ (Rank 29)2026/07/27114736.4%
striker0123 (Rank 29)2026/07/262071335.0%
allgonnaworkout (Rank 27)2026/07/26125741.7%
a_h_i_k_o (Rank 28)2026/07/26148657.1%
melty01 (Rank 26)2026/07/2623121152.2%
龍仙人【鬼手仏心】 (Rank 28)2026/07/26111109.1%
ロデム (Rank 30)2026/07/20113827.3%
xXsoul-childXx (Rank 29)2026/07/05115645.5%
maripon (Rank 31)2026/05/301651131.2%
松 (Rank 25)2026/05/24117463.6%

Round openings

Every character

crouch into Haisenchu1P60711.4%
backward movement into Kasen Zenbokushou6PP5159.7%
backward movement into Kasen Chugeki6P4809.0%
crouch into Haisenchu Kaikakyaku1PK3165.9%
Haisenchu1P2214.1%
offensive move2204.1%
Tenshin Souchushou6P+K2194.1%
Rensai Gakushu46PP into Rengeki Gakushu46PPP2154.0%
Getsuga Gakushu46P into Getsuga Gyou'in46PP+K1663.1%
offensive move into evade down1562.9%
crouch into Gyou'in Haishu3P1172.2%
Kasen Chugeki6P into Kasen Zenbokushou6PP1062.0%
Getsuga Gakushu46P into Honshin TankaP+K1031.9%
Gyou'in Haishu3P991.9%
Getsuga Gakushu46P into Rensai Gakushu46PP781.5%

310 further openings account for the other 1,717 rounds.

Shun

Career
5,056–5,443 · 48.2%
This season
1,326 matches · 49.1%
Peak rank
30

First hit in 54.5% of 5,259 rounds. Won 51.4% of the rounds they struck first, 46.3% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 57.0% of rounds, against 48.9% in their other rounds.
  • Against Kage: waits first in 33.0% of rounds, against 20.0% against everyone else.
  • After opening the round before by moving in: moves in first in 11.5% of rounds, against 1.2% after anything else.
  • After winning a round: backs off first in 30.0% of rounds, against 15.5% after losing one.
  • When ahead: backs off first in 28.2% of rounds, against 18.1% when level or behind.
  • On no drinks: waits first in 24.1% of rounds, against 15.2% on other drink counts.
  • In round 4 or later: opens with “backward movement into 6PP Kasen Zenbokushou” in 13.3% of rounds, against 8.5% in their other rounds.
  • Against Kage: opens with “crouch into 1P Haisenchu” in 23.8% of rounds, against 10.9% against everyone else.
  • After opening the round before with “backward movement into 6P Kasen Chugeki”: opens with “backward movement into 6P Kasen Chugeki” in 16.2% of rounds, against 7.7% after anything else.
  • After winning a round: opens with “backward movement into 6PP Kasen Zenbokushou” in 19.0% of rounds, against 4.3% after losing one.
  • When ahead: opens with “backward movement into 6PP Kasen Zenbokushou” in 16.9% of rounds, against 7.1% when level or behind.
  • On no drinks: opens with “crouch into 1P Haisenchu” in 13.9% of rounds, against 8.1% on other drink counts.

How is this tested?

crouch into Haisenchu1P60711.4%
backward movement into Kasen Zenbokushou6PP5159.7%
backward movement into Kasen Chugeki6P4809.1%
crouch into Haisenchu Kaikakyaku1PK3166.0%
Haisenchu1P2214.2%
offensive move2204.2%
Tenshin Souchushou6P+K2194.1%
Rensai Gakushu46PP into Rengeki Gakushu46PPP2154.0%
Getsuga Gakushu46P into Getsuga Gyou'in46PP+K1663.1%
offensive move into evade down1562.9%
crouch into Gyou'in Haishu3P1172.2%
Kasen Chugeki6P into Kasen Zenbokushou6PP1062.0%
Getsuga Gakushu46P into Honshin TankaP+K1031.9%
Gyou'in Haishu3P991.9%
Getsuga Gakushu46P into Rensai Gakushu46PP781.5%

284 further openings account for the other 1,686 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf45–49 · 48%22–19 · 54%-6.7
Akira47–43 · 52%27–15 · 64%-10.2
Goh41–42 · 49%17–13 · 57%-6.2
Aoi34–18 · 65%26–19 · 58%+1.7
Jeffry27–27 · 50%10–12 · 45%too few to test
Pai30–32 · 48%9–13 · 41%too few to test
Jacky23–19 · 55%10–15 · 40%too few to test
Jean21–24 · 47%7–11 · 39%too few to test
Sarah17–22 · 44%9–11 · 45%too few to test
El Blaze13–21 · 38%9–15 · 38%too few to test
Kage22–17 · 56%4–6 · 40%too few to test
Brad15–18 · 45%7–8 · 47%too few to test
Shun16–11 · 59%9–9 · 50%too few to test
Vanessa14–10 · 58%7–3 · 70%too few to test
Lau15–11 · 58%6–9 · 40%too few to test
Lion10–16 · 38%4–9 · 31%too few to test
Lei Fei6–16 · 27%1–1 · 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.

How is this tested?

Jean

Career
3–5 · 37.5%
This season
3 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into KagizukiPPP323.1%
Nukitesashi6P+K17.7%
Shitanagi Shutou1P17.7%
Shitazuki3P into Oishitazuki3PP17.7%
Yoko'enpi6P into Maeken~Joudan MawashigeriPK17.7%
Yoko'enpi6P into Yoko'enpi~Uchishutou6PP17.7%
crouch into Chudan~Joudan Mawashigeri3KK17.7%
crouch into Oishitazuki3PP17.7%
crouch into Shitanagi Shutou1P17.7%
crouch into Sune'ori1K+G17.7%
evade up into Yamakuzushi6K17.7%

Jeffry

Career
0–1 · 0.0%
This season
2 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Elbow Butt6P222.2%
Dash Elbow66P111.1%
Double KnucklePP into Double Knuckle~UpperPPP111.1%
Elbow Butt6P into Elbow Hammer6PP111.1%
Hammer Slide1P into Grizzly Hammer1PP111.1%
Smash Upper3P111.1%
crouch into Hammer Slide1P111.1%
crouch into Knee Push4K111.1%

Brad

Career
1–5 · 16.7%
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Spin Kick66K into kickK120.0%
backward movement into Elbow Hook6P120.0%
crouch dash forward into Jolt Upper3P120.0%
crouch into Dtee Sawk Combination3PP120.0%
forward movement into punchP120.0%

Aoi

Career
1–1 · 50.0%
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tsukiashibarai1P250.0%
Kasane'ate46P125.0%
back punch+kick+guard4P+K+G125.0%

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 (19 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: 12 of 19 tests hold up
  • Jean: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Aoi: not tested (too few rounds)