VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Shun

so-ka-si-12-06

  • Wolf
  • Lau
  • Jeffry
  • Pai
  • Lion
  • Jacky
  • Akira
  • Taka
Career matches3,642
Career win rate49.8%
Round win rate48.9%
Peak rank29
Distinct opponents295
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1354 #2,905 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

Shun293,3081,6511,65749.9%
Pai22133637047.4%
Wolf2375354046.7%
Lau2474413355.4%
Jeffry2134122235.3%
Taka2297277.8%
Lion2153260.0%
Akira2132166.7%
Jacky211010.0%

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

2,621 of 2,837 rounds counted

7.3 inputs a second (441 a minute) this season. Faster than 55% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.34402,438
Wolf7.645755
Lau7.444543
Jeffry7.947430
Pai6.941425
Lion7.344113
Jacky7.645610
Akira6.23753
Taka7.84674

By opponent's character

Akira7.2433423
Jacky7.5452331
Aoi7.3438241
Wolf7.4446193
Pai7.4447174
Sarah7.4443187
Jeffry7.4443142
Kage7.3438136
Goh7.4444105
Lau7.9473104
El Blaze7.344187
Jean6.840862
Shun7.544883
Lion7.344169
Brad7.142865
Taka6.539154
Vanessa7.645558
Lei Fei6.740145
Eileen7.545041
Dural7.242921

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

Akira109555450.5%-4.0
Jacky91553660.4%+11.2
Aoi68432563.2%+4.1
Wolf57233440.4%-6.5
Pai48291960.4%+8.8
Sarah45172837.8%-11.0
Jeffry39291074.4%+23.1
Kage34221264.7%+12.2
Goh30111936.7%-14.7
Lau29171258.6%+5.9
El Blaze28111739.3%-13.0
Jean26121446.1%-7.7
Shun22101245.5%-7.3
Lion2061430.0%-16.1
Brad167943.8%-4.7
Taka1551033.3%-21.4
Vanessa157846.7%-10.1
Lei Fei125741.7%-6.5
Eileen108280.0%+25.6
Dural63350.0%+4.1

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 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

Low Fence91434847.2%-7.3
Octagon86503658.1%+4.2
Single Wall79473259.5%+11.1
Half Fence76403652.6%+1.1
Rectangle74274736.5%-12.8
Breakable Half Fence65382758.5%+8.2
Open65293644.6%-9.2
Full Fence63352855.6%+3.9
Breakable Full Fence62362658.1%+3.1
Full Fence and Open32161650.0%-4.6

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
Walls42653.1%52.0%+1.0
No walls23550.6%52.1%-1.5

Walls against open: +2.5 points (95% range -5.4 to +10.3), p 0.541 — 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

camelvf (Rank 27)2026/10/1786275.0%
え~る (Rank 28)2026/10/15106460.0%
ゅろぽ (Rank 24)2026/10/14105550.0%
入れ込むかもしれない (Rank 31)2026/10/13550100.0%
しろ☆おび。@のびしろF (Rank 27)2026/10/1386275.0%
manekinecogames (Rank 25)2026/10/1263350.0%
yasai (Rank 24)2026/10/0775271.4%
asteroid-belt777 (Rank 24)2026/10/05129375.0%
タマゴン(GTR) (Rank 28)2026/10/0474357.1%
AGジャッキー (Rank 27)2026/09/30128466.7%
ぽん (Rank 28)2026/09/2975271.4%
dalmax72 (Rank 27)2026/09/1563350.0%
BANANA (Rank 31)2026/09/1472528.6%
亀 (Rank 26)2026/09/0673442.9%
ズサ齋藤 (Rank 27)2026/09/0484450.0%
μ (Rank 26)2026/08/2874357.1%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 27)2026/08/2453260.0%
NoMark/ノーマーク (Rank 28)2026/08/0372528.6%
haohwhite (Rank 26)2026/08/0398188.9%
nekota (Rank 24)2026/07/2876185.7%
GWO (Rank 24)2026/07/2671614.3%
Momomia (Rank 26)2026/07/1664266.7%
2month (Rank 24)2026/07/1064266.7%
戦士フリーレン (Rank 26)2026/07/1052340.0%
kkd828 (Rank 21)2026/05/2765183.3%

Round openings

Every character

guardG1947.8%
crouch into Haisenchu Kaikakyaku1PK1807.2%
Kasen Chugeki6P into Kasen Zenbokushou6PP1626.5%
Rensai Gakushu46PP into Rengeki Gakushu46PPP1315.2%
offensive move1255.0%
Haisenchu1P873.5%
Haisenchu1P into guardG773.1%
evade down into guardG692.8%
Haisenchu1P into Haisenchu Kaikakyaku1PK632.5%
Gyou'in Haishu3P592.4%
crouch into Gyou'in Haishu3P572.3%
crouch into Gyousentai2K522.1%
offensive move into evade up512.0%
punchP into RengekiPP492.0%
backward movement into Kasen Zenbokushou6PP461.8%

278 further openings account for the other 1,099 rounds.

Counted from 634 of the 705 matches played. The rest were not pulled for openings.

Shun

Career
1,651–1,657 · 49.9%
This season
673 matches · 53.6%
Peak rank
29

First hit in 50.1% of 2,423 rounds. Won 55.9% of the rounds they struck first, 42.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 32.5% of rounds, against 23.0% in their other rounds.
  • Against Akira: evades first in 11.9% of rounds, against 2.2% against everyone else.
  • After opening the round before by attacking: attacks straight away in 67.7% of rounds, against 59.8% after anything else.
  • After losing a round: waits first in 25.5% of rounds, against 20.4% after winning one.
  • In round 1: opens with “crouch into 1PK Haisenchu Kaikakyaku” in 12.2% of rounds, against 5.8% in their other rounds.
  • Against Aoi: opens with “G guard” in 19.0% of rounds, against 6.6% against everyone else.
  • After losing a round: opens with “G guard” in 10.4% of rounds, against 3.4% after winning one.
  • When behind: opens with “G guard” in 11.1% of rounds, against 3.9% when ahead or level.
  • On 5–9 drinks: opens with “offensive move” in 12.2% of rounds, against 5.1% on other drink counts.

How is this tested?

guardG1917.9%
crouch into Haisenchu Kaikakyaku1PK1807.4%
Kasen Chugeki6P into Kasen Zenbokushou6PP1626.7%
Rensai Gakushu46PP into Rengeki Gakushu46PPP1315.4%
offensive move1255.1%
Haisenchu1P873.6%
Haisenchu1P into guardG773.2%
Haisenchu1P into Haisenchu Kaikakyaku1PK632.6%
Gyou'in Haishu3P592.4%
evade down into guardG592.4%
crouch into Gyou'in Haishu3P572.3%
crouch into Gyousentai2K522.1%
offensive move into evade up512.1%
punchP into RengekiPP492.0%
backward movement into Kasen Zenbokushou6PP461.9%

242 further openings account for the other 1,042 rounds.

Counted from 616 of the 673 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
Akira27–27 · 50%17–13 · 57%-6.5
Jacky36–19 · 65%7–7 · 50%too few to test
Aoi24–14 · 63%13–9 · 59%too few to test
Wolf11–24 · 31%7–9 · 44%too few to test
Sarah11–8 · 58%4–9 · 31%too few to test
Jeffry17–8 · 68%8–0 · 100%too few to test
Pai10–5 · 67%7–5 · 58%too few to test
El Blaze2–10 · 17%9–7 · 56%too few to test
Kage14–8 · 64%4–1 · 80%too few to test
Goh9–8 · 53%1–5 · 17%too few to test
Jean2–3 · 40%7–8 · 47%too few to test
Lau9–5 · 64%4–3 · 57%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.

57 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?

Jeffry

Career
12–22 · 35.3%
This season
8 matches · 25.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG516.7%
Knee Push4K310.0%
Elbow Butt6P26.7%
Torpedo Head Butt4P+K26.7%
backward movement into backdash26.7%
punchP26.7%
Dash Elbow66P into Dash Elbow Upper66PP13.3%
Drop Anchor1K+G into guardG13.3%
Ducking Low2K+G13.3%
Ducking Low2K+G into Threat StanceP+K+G13.3%
Elbow Butt6P into Elbow Hammer6PP13.3%
Kenka Hook46P13.3%
Knee Push4K into Torpedo Head Butt4P+K13.3%
backdash13.3%
backdash into Side Kick3K13.3%

5 further openings account for the other 5 rounds.

Lau

Career
41–33 · 55.4%
This season
11 matches · 18.2%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sako Soushou4P+K into Kensou4P310.7%
evade down into guardG310.7%
Chisoutai2K+G27.1%
backward movement into guardG27.1%
crouch dash back27.1%
crouch into Renkanshou3PPP27.1%
guardG27.1%
Chugeki6P into Hou'ou Soushou6PP13.6%
Honshin Hekiken1P+K13.6%
RenshouPP into RaigekishouPPP13.6%
Sako Soushou4P+K into punchP13.6%
crouch dash back into evade down13.6%
crouch into Chisoutai2K+G13.6%
crouch into Fukko Kensou1P13.6%
crouch into Senkyaku Chushou3KP13.6%

4 further openings account for the other 4 rounds.

Counted from 7 of the 11 matches played. The rest were not pulled for openings.

Wolf

Career
35–40 · 46.7%
This season
13 matches · 46.1%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG216.7%
forward movement into Elbow Butt4P216.7%
Comet Hook1P into Knuckle Part1PP18.3%
Low Smash2K18.3%
Savate4K into Elbow Butt4P18.3%
crouch into Low Hammer2P18.3%
down kick+guard2K+G into Death ScytheK+G18.3%
evade down into Pounding Elbow9P+K18.3%
guardG18.3%
guardG into evade down18.3%

Counted from 3 of the 13 matches played. The rest were not pulled for openings.

Not counted here: Akira, Jacky, Lion, Pai, Taka. Their matches were not pulled for openings.

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 (18 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: 9 of 18 tests hold up
  • Jeffry: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Wolf: not tested (too few rounds)