VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Shun

brothaman13

  • Lau
  • Brad
Career matches1,071
Career win rate61.0%
Round win rate59.1%
Peak rank29
Distinct opponents185
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1372 #2,801 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

Shun2986452533960.8%
Lau252021237960.9%
Brad21550100.0%

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

2,565 of 2,564 rounds counted

6.2 inputs a second (371 a minute) this season. Faster than 23% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun6.23721,953
Lau6.1366590
Brad6.740122

By opponent's character

Shun6.5388271
Lei Fei6.0363258
Pai6.4383233
Akira6.0360203
Aoi6.4386165
Sarah5.7344162
Goh6.2371144
Jacky6.1364145
El Blaze6.1366134
Brad6.2373126
Jeffry6.2371123
Kage6.2370101
Wolf5.935697
Taka6.438399
Lau6.438480
Eileen6.237060
Jean6.237162
Vanessa6.136451
Lion6.639843
Dural5.53288

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

Shun71541776.1%+20.0
Lei Fei69333647.8%-17.0
Pai60352558.3%-9.6
Akira56352162.5%+7.5
Aoi4335881.4%+17.0
Sarah42222052.4%-2.1
Goh39182146.1%-14.3
Jacky38241463.2%-0.5
El Blaze36201655.6%-7.5
Brad3529682.9%+7.2
Jeffry3223971.9%+3.7
Kage2721677.8%+15.7
Wolf2691734.6%-33.9
Taka25151060.0%-2.0
Lau2012860.0%+2.4
Eileen1512380.0%+8.2
Jean159660.0%-7.7
Vanessa137653.9%-15.6
Lion129375.0%+27.2
Dural21150.0%+41.4

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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 Full Fence91613067.0%+5.3
Half Fence79423753.2%-7.1
Open71492269.0%+2.8
Low Fence66422463.6%+3.0
Breakable Half Fence65372856.9%-4.9
Octagon63372658.7%-6.5
Rectangle63402363.5%+3.2
Full Fence52331963.5%-3.0
Single Wall51351668.6%+6.0
Full Fence and Open41281368.3%+8.5

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
Walls41360.5%62.2%-1.7
No walls18867.0%63.6%+3.4

Walls against open: -5.1 points (95% range -14.1 to +3.9), p 0.268 — 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

TobyTechMercenary (Rank 27)2026/10/1894544.4%
fivey70 (Rank 27)2026/10/181910952.6%
HappyFriendLau (Rank 32)2026/10/1871614.3%
ulilb1ckard (Rank 26)2026/10/171431121.4%
The8thOne (Rank 29)2026/10/1783537.5%
onuelito (Rank 38)2026/10/1771614.3%
Lucas (Rank 26)2026/10/16137653.9%
LilLag808 (Rank 29)2026/10/151551033.3%
Alt+Ctrl+Win+Shift+L (Rank 26)2026/10/1465183.3%
Johnnybwai (Rank 24)2026/10/1385362.5%
Smi1e (Rank 26)2026/10/13117463.6%
S_C_H_T_O_M_P (Rank 23)2026/10/122923679.3%
Sunday (Rank 27)2026/10/1163350.0%
AmazedArts (Rank 23)2026/10/10126650.0%
rjsicklau12 (Rank 27)2026/10/0962433.3%
CraftierNut (Rank 30)2026/10/02158753.3%
TexasOTxMoBx (Rank 12)2026/09/3010100100.0%
DaBootyConducta (Rank 22)2026/09/301514193.3%
RADICAL_TOM (Rank 22)2026/09/3096366.7%
Sankofa (Rank 23)2026/09/2975271.4%
CeMoi3333 (Rank 25)2026/09/2876185.7%
Wodin (Rank 29)2026/09/232241818.2%
THEWEIAND (Rank 26)2026/09/1974357.1%
Vince-Neegahro (Rank 21)2026/09/0986275.0%
Noggy (Rank 25)2026/09/0263350.0%

Round openings

Every character

crouch into Haisenchu1P30418.2%
Haisenchu1P1247.4%
Kousoku Kouhi17P+K+G into Kousoku Kouhi Soushu17P+K+GP+K1156.9%
Haisenchu1P into Haisenchu Kaikakyaku1PK995.9%
guardG835.0%
crouch into Haisenchu Kaikakyaku1PK643.8%
evade up482.9%
Kasen Chugeki6P into Kasen Zenbokushou6PP382.3%
Koushinhi4P+K+G into Shoushi Outeki1P+K362.2%
crouch into Gyou'in Haishu3P342.0%
crouch into Renkanshou3PPP321.9%
offensive move into Shoushi Outeki1P+K321.9%
Kensou4P into Kensou Danteki4PK231.4%
Gyou'inshuP+K+G into Shoushi Outeki1P+K211.3%
Toukyaku6K+G into crouch211.3%

230 further openings account for the other 593 rounds.

Counted from 448 of the 676 matches played. The rest were not pulled for openings.

Shun

Career
525–339 · 60.8%
This season
517 matches · 63.4%
Peak rank
29

First hit in 60.5% of 1,310 rounds. Won 64.8% of the rounds they struck first, 57.7% of the rounds they were struck first.

Significant Tells

  • In round 3: evades first in 9.1% of rounds, against 4.3% in their other rounds.
  • After opening the round before by waiting: waits first in 48.5% of rounds, against 30.6% after anything else.
  • After losing a round: waits first in 49.1% of rounds, against 30.2% after winning one.
  • In round 1: opens with “1P Haisenchu into 1PK Haisenchu Kaikakyaku” in 19.8% of rounds, against 3.0% in their other rounds.
  • Against Lei Fei: opens with “1P Haisenchu” in 18.7% of rounds, against 8.6% against everyone else.
  • After opening the round before with “crouch into 1P Haisenchu”: opens with “crouch into 1P Haisenchu” in 35.0% of rounds, against 20.1% after anything else.
  • After losing a round: opens with “crouch into 1P Haisenchu” in 33.5% of rounds, against 17.2% after winning one.
  • When behind: opens with “1P Haisenchu” in 13.3% of rounds, against 5.1% when ahead or level.
  • On no drinks: opens with “1P Haisenchu” in 11.1% of rounds, against 4.2% on other drink counts.

How is this tested?

crouch into Haisenchu1P30423.1%
Haisenchu1P1249.4%
Kousoku Kouhi17P+K+G into Kousoku Kouhi Soushu17P+K+GP+K1158.8%
Haisenchu1P into Haisenchu Kaikakyaku1PK997.5%
crouch into Haisenchu Kaikakyaku1PK644.9%
guardG624.7%
Kasen Chugeki6P into Kasen Zenbokushou6PP382.9%
Koushinhi4P+K+G into Shoushi Outeki1P+K362.7%
crouch into Gyou'in Haishu3P342.6%
offensive move into Shoushi Outeki1P+K322.4%
evade up241.8%
Gyou'inshuP+K+G into Shoushi Outeki1P+K211.6%
Toukyaku6K+G into crouch211.6%
Haisenchu1P into Fukuchougeki2P151.1%
Zabantetsu2P+K+G into Shoushi Outeki1P+K151.1%

131 further openings account for the other 311 rounds.

Counted from 353 of the 517 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
Akira17–11 · 61%4–4 · 50%too few to test
El Blaze6–8 · 43%4–4 · 50%too few to test
Lei Fei13–12 · 52%2–0 · 100%too few to test
Shun8–2 · 80%12–4 · 75%too few to test
Aoi13–4 · 76%4–1 · 80%too few to test
Pai12–1 · 92%4–2 · 67%too few to test
Brad11–2 · 85%6–0 · 100%too few to test
Jacky8–5 · 62%2–1 · 67%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.

164 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?

Lau

Career
123–79 · 60.9%
This season
153 matches · 58.2%
Peak rank
25

First hit in 44.2% of 330 rounds. Won 60.3% of the rounds they struck first, 57.6% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

crouch into Renkanshou3PPP329.7%
Kensou4P into Kensou Danteki4PK237.0%
guardG216.4%
crouch into Renshou Tenshinkyaku3PPPK185.5%
Chugeki6P into Hou'ou Soushou6PP154.5%
crouch into down-back kick+guard1K+G144.2%
evade up144.2%
Senchutai3K into punch+kick+guardP+K+G113.3%
Sako Soushou4P+K92.7%
crouch into Fukko Kensou1P92.7%
Souko Sensou66P+K82.4%
Genchi Senpukyaku8K+G into Rakuchi Kobikyaku8K+GK72.1%
Koryu Tenshinkyaku6K+G51.5%
Kensou4P into Sako Soushou4P+K41.2%
Sako Soushou4P+K into Kensou4P41.2%

87 further openings account for the other 136 rounds.

Counted from 89 of the 153 matches played. The rest were not pulled for openings.

Brad

Career
5–0 · 100.0%
This season
6 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up1045.5%
crouch into Destruction Body3P+K418.2%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK29.1%
Jumping Dtee Sawk Bon9P+K29.1%
Destruction Body3P+K14.5%
backward movement into guardG14.5%
evade up into Middle Kick3K14.5%
evade up into backdash14.5%

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 (29 here; about 1.5 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
  • Lau: 0 of 11 tests hold up
  • Brad: not tested (too few rounds)