VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

BoomerwithChatGPTPFP

  • Wolf
  • Dural
  • Brad
  • Jeffry
  • Taka
  • Akira
  • Goh
Career matches8,726
Career win rate68.5%
Round win rate64.3%
Peak rank43
Distinct opponents194
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1932 #90 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

Shun434,0042,8871,11772.1%
Brad371,01666035665.0%
Jeffry3996165430768.0%
Dural4282954628365.9%
Goh3677448828663.0%
Wolf4065844621267.8%
Lei Fei—39423016458.4%
Taka3568521676.5%
Akira332216672.7%

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

5,245 of 6,225 rounds counted

7.9 inputs a second (472 a minute) this season. Faster than 69% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun8.24892,396
Wolf7.44451,196
Dural8.04801,054
Brad7.4445315
Jeffry7.3439195
Akira7.847189

By opponent's character

El Blaze8.0477768
Akira7.7462648
Goh7.5449469
Sarah7.9476438
Jean7.6455485
Lion8.3500373
Aoi8.3496348
Jacky7.9473182
Pai8.0479160
Brad8.3500156
Eileen8.1484198
Lau8.2492163
Jeffry7.6458164
Lei Fei7.7461133
Shun8.0478110
Taka7.4446145
Wolf7.344075
Dural8.047797
Kage8.047878
Vanessa8.148755

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

El Blaze2071238459.4%-6.5
Akira2061644279.6%+8.4
Goh148955364.2%-7.2
Sarah128992977.3%-0.7
Jean123942976.4%+3.1
Lion111664559.5%-7.5
Aoi102643862.8%-10.7
Jacky91702176.9%+6.8
Pai6664297.0%+4.7
Brad5349492.5%+2.3
Eileen53411277.4%+3.5
Lau52381473.1%-1.2
Jeffry4943687.8%+14.0
Lei Fei3729878.4%-3.8
Shun3533294.3%+12.0
Taka35231265.7%-1.7
Wolf3325875.8%+1.7
Dural3223971.9%-8.3
Kage2825389.3%+9.8
Vanessa1514193.3%+6.6

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

Open1851364973.5%-0.4
Full Fence1791314873.2%-0.0
Octagon1781384077.5%+4.9
Single Wall1671125567.1%-5.7
Half Fence1661135368.1%-6.1
Breakable Full Fence1541163875.3%-1.0
Low Fence1531223179.7%+4.6
Breakable Half Fence1431053873.4%+0.4
Rectangle111862577.5%+2.9
Full Fence and Open107753270.1%+1.5

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
Walls93174.0%73.9%+0.1
No walls50573.3%73.8%-0.5

Walls against open: +0.6 points (95% range -4.7 to +6.0), p 0.821 — 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

NeoSlayer92 (Rank 42)2026/10/1536181850.0%
outlawbeast (Rank 37)2026/09/2931211067.7%
RagingMARS (Rank 41)2026/09/2494504453.2%
jubbjubb767Europe (Rank 27)2026/09/1664451970.3%
b4i4radoslav|xliiv (Rank 42)2026/09/16140885262.9%
CoolerTails (Rank 37)2026/09/162317673.9%
Rodryu (Rank 37)2026/09/155952788.1%
Smashquatch (Rank 32)2026/09/152924582.8%
[MegaPint]AkiruDiCapriu (Rank 40)2026/09/1061382362.3%
Espiro (Rank 36)2026/09/0350361472.0%
RustyTachikoma[EU] (Rank 24)2026/09/021915479.0%
brogasaurusrex (Rank 34)2026/09/026256690.3%
kila_kam (Rank 40)2026/08/3055391670.9%
TheDarkDragon (Rank 39)2026/08/291815383.3%
KryeandtheFamilyStone (Rank 41)2026/08/2893484551.6%
{*D.S*}gizmo_kingo (Rank 45)2026/08/251621412.5%
Dadino67italy (Rank 37)2026/08/0566501675.8%
[EU]PetitGrosEtMoche (Rank 31)2026/08/041917289.5%
EVRA (Rank 37)2026/08/042117481.0%
Saago_65 (Rank 33)2026/07/22149564.3%
Rayne (Rank 42)2026/07/0334181652.9%
MisterVFCR[EU-ITA] (Rank 41)2026/06/152314960.9%
Monody (Rank 39)2026/05/2540231757.5%
natsoutw (Rank 40)2026/05/23189950.0%
HighwindC (Rank 30)2026/04/161714382.3%

Round openings

Every character

backdash into evade down92615.0%
backdash into evade up5308.6%
backdash into Koushinhi4P+K+G3726.0%
backdash into Gyou'in Haishu3P3095.0%
crouch into Haisenchu1P2704.4%
backdash into punchP2263.7%
crouch into Gyou'in Haishu3P1522.5%
backward movement into Kasen Chugeki6P1442.3%
backdash into offensive move1212.0%
Honshin Rensenkyaku4K+G841.4%
Spine Whip into Lumpini Combination841.4%
backward movement into Getsuga Gyou'in46PP+K841.4%
backdash into throwP+G831.4%
crouch dash forward into guardG691.1%
crouch into Haisenchu Kaikakyaku1PK671.1%

573 further openings account for the other 2,647 rounds.

Counted from 1,586 of the 1,604 matches played. The rest were not pulled for openings.

Shun

Career
2,887–1,117 · 72.1%
This season
809 matches · 78.7%
Peak rank
43

First hit in 52.9% of 3,006 rounds. Won 69.1% of the rounds they struck first, 67.8% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 10.9% of rounds, against 4.3% in their other rounds.
  • Against Pai: attacks straight away in 23.3% of rounds, against 10.5% against everyone else.
  • On Rectangle stages: moves in first in 10.5% of rounds, against 5.5% on the other stages.
  • After opening the round before by moving in: moves in first in 13.5% of rounds, against 3.7% after anything else.
  • After winning a round: attacks straight away in 17.5% of rounds, against 3.3% after losing one.
  • When ahead: attacks straight away in 18.0% of rounds, against 5.8% when level or behind.
  • On no drinks: waits first in 21.6% of rounds, against 15.8% on other drink counts.
  • In round 1: opens with “backdash into 3P Gyou'in Haishu” in 21.1% of rounds, against 6.4% in their other rounds.
  • Against Lion: opens with “backdash into 3P Gyou'in Haishu” in 22.9% of rounds, against 9.5% against everyone else.
  • On Half Fence stages: opens with “backdash into 4P+K+G Koushinhi” in 20.3% of rounds, against 11.3% on the other stages.
  • After opening the round before with “backdash into 4P+K+G Koushinhi”: opens with “backdash into 4P+K+G Koushinhi” in 45.8% of rounds, against 9.8% after anything else.
  • After losing a round: opens with “backdash into 3P Gyou'in Haishu” in 11.0% of rounds, against 3.9% after winning one.
  • When behind: opens with “backdash into 3P Gyou'in Haishu” in 12.7% of rounds, against 4.7% when ahead or level.
  • On 10–14 drinks: opens with “backdash into evade up” in 13.1% of rounds, against 5.2% on other drink counts.

How is this tested?

backdash into Koushinhi4P+K+G37212.3%
backdash into Gyou'in Haishu3P30910.2%
crouch into Haisenchu1P2708.9%
backdash into evade up2277.5%
backdash into evade down2107.0%
crouch into Gyou'in Haishu3P1525.0%
backward movement into Kasen Chugeki6P1444.8%
backdash into offensive move1113.7%
Honshin Rensenkyaku4K+G842.8%
backward movement into Getsuga Gyou'in46PP+K842.8%
backdash into punchP832.8%
crouch into Haisenchu Kaikakyaku1PK672.2%
backdash into Kasen Gyou'in6P+K+G632.1%
Getsuga Gakushu46P into Getsuga Gyou'in46PP+K612.0%
Gyou'in Haishu3P into Tenshin Benshu4P+K471.6%

177 further openings account for the other 733 rounds.

Counted from 791 of the 809 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
El Blaze54–23 · 70%21–16 · 57%too few to test
Akira53–4 · 93%19–0 · 100%too few to test
Sarah45–6 · 88%15–8 · 65%too few to test
Goh32–15 · 68%14–5 · 74%too few to test
Aoi33–19 · 63%14–6 · 70%too few to test
Brad20–3 · 87%16–1 · 94%too few to test
Lau19–10 · 66%10–4 · 71%too few to test
Lion12–8 · 60%8–3 · 73%too few to test
Pai27–0 · 100%11–0 · 100%too few to test
Jean20–3 · 87%7–0 · 100%too few to test
Jacky14–1 · 93%10–2 · 83%too few to test
Eileen14–1 · 93%4–5 · 44%too few to test
Lei Fei14–1 · 93%4–0 · 100%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.

18 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?

Wolf

Career
446–212 · 67.8%
This season
303 matches · 70.6%
Peak rank
40

First hit in 54.5% of 1,192 rounds. Won 63.5% of the rounds they struck first, 58.9% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 75.2% of rounds, against 67.2% in their other rounds.
  • Against Akira: waits first in 8.3% of rounds, against 2.4% against everyone else.
  • After opening the round before by moving in: moves in first in 16.7% of rounds, against 6.7% after anything else.
  • After winning a round: attacks straight away in 22.7% of rounds, against 12.3% after losing one.
  • In round 1: opens with “backdash into 3P Arrow Knuckle” in 8.6% of rounds, against 3.6% in their other rounds.
  • Against Akira: opens with “P punch into PP Jab Straight” in 8.0% of rounds, against 3.2% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 23.3% of rounds, against 6.6% after anything else.

How is this tested?

backdash into evade down31726.4%
backdash into evade up957.9%
backdash into Arrow Knuckle3P584.8%
backdash into punchP574.8%
punchP into Jab StraightPP524.3%
backdash into Elbow Butt4P484.0%
backdash into Kenka Kick1K+G363.0%
crouch dash forward into guardG363.0%
Low Drop Kick62K332.8%
Rolling Savate6K+G into forward movement231.9%
backdash into Face Lift Kick3K231.9%
backward movement into evade up221.8%
backdash into Short Shoulder46P+K191.6%
backdash into Heavy Toe Kick4K+G161.3%
backdash into crouch dash forward161.3%

114 further openings account for the other 349 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira31–9 · 78%17–7 · 71%too few to test
Goh9–10 · 47%10–7 · 59%too few to test
Jean10–4 · 71%8–3 · 73%too few to test
Taka5–5 · 50%8–2 · 80%too few to test
Jacky12–6 · 67%4–0 · 100%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.

How is this tested?

Dural

Career
546–283 · 65.9%
This season
267 matches · 64.0%
Peak rank
42

First hit in 46.0% of 1,046 rounds. Won 60.5% of the rounds they struck first, 56.8% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 79.3% of rounds, against 68.8% in their other rounds.
  • On Half Fence stages: attacks straight away in 26.5% of rounds, against 16.3% on the other stages.
  • After winning a round: attacks straight away in 25.3% of rounds, against 11.2% after losing one.
  • When ahead: attacks straight away in 24.9% of rounds, against 13.0% when level or behind.
  • In round 1: opens with “backdash into 3P Cut Upper” in 8.2% of rounds, against 1.4% in their other rounds.
  • Against Jean: opens with “backdash into evade down” in 35.5% of rounds, against 20.2% against everyone else.
  • After opening the round before with “backdash into evade down”: opens with “backdash into evade down” in 41.3% of rounds, against 19.2% after anything else.
  • After losing a round: opens with “backdash into evade down” in 27.7% of rounds, against 21.4% after winning one.
  • When ahead: opens with “4P Spine Whip into 4PK Lumpini Combination” in 10.9% of rounds, against 5.4% when level or behind.

How is this tested?

backdash into evade down23021.8%
backdash into evade up13813.1%
Spine Whip4P into Lumpini Combination4PK837.9%
backdash into punchP343.2%
backdash into Cut Upper3P333.1%
crouch into Nagiharai3KP333.1%
backdash into Nagiharai3KP312.9%
backdash into Dragon Smash Cannon1K282.6%
backdash into throwP+G262.5%
backward movement into evade up222.1%
backdash into back kick+guard4K+G191.8%
backdash into Stop Kick4K171.6%
Stop Kick4K into forward movement161.5%
backdash into backward movement161.5%
back punch+kick4P+K into backdash141.3%

133 further openings account for the other 315 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
El Blaze10–10 · 50%9–14 · 39%too few to test
Jean10–5 · 67%7–3 · 70%too few to test
Sarah10–7 · 59%3–4 · 43%too few to test
Aoi5–12 · 29%3–0 · 100%too few to test
Eileen11–4 · 73%7–0 · 100%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.

How is this tested?

Brad

Career
660–356 · 65.0%
This season
80 matches · 68.8%
Peak rank
37

First hit in 53.2% of 314 rounds. Won 67.1% of the rounds they struck first, 55.1% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into Sway Back4P+K+G4815.2%
backdash into evade up4313.7%
backdash into Jolt Upper3P3912.4%
backdash into evade down3812.1%
Elbow Hook6P into evade down196.0%
Dtee Sawk Dtrohng4P+K into backdash113.5%
backdash into throwP+G103.2%
backdash into offensive move82.5%
backdash into punchP61.9%
crouch dash forward into guardG61.9%
forward movement into kickK61.9%
Elbow Hook6P into forward dash51.6%
Elbow Hook6P into forward movement41.3%
backdash into Slipping28P+K+G41.3%
punchP into forward movement41.3%

47 further openings account for the other 64 rounds.

Jeffry

Career
654–307 · 68.0%
This season
77 matches · 71.4%
Peak rank
39

First hit in 62.2% of 304 rounds. Won 64.0% of the rounds they struck first, 60.0% of the rounds they were struck first.

Significant Tells

  • On Octagon stages: moves in first in 38.3% of rounds, against 13.3% on the other stages.
  • After winning a round: attacks straight away in 34.1% of rounds, against 10.8% after losing one.
  • After winning a round: opens with “P punch into PP Double Knuckle” in 17.0% of rounds, against 1.1% after losing one.
  • When ahead: opens with “backdash into evade down” in 32.8% of rounds, against 11.8% when behind.

These rounds were against only 7 different opponents, so a pattern here may be about them rather than about this player.

How is this tested?

backdash into evade down7223.6%
backdash into punchP309.8%
punchP into Double KnucklePP299.5%
backdash into evade up175.6%
backdash into Megaton Knuckle43P+K134.3%
punchP103.3%
backdash into kickK82.6%
crouch dash forward into Middle Hell Stab6P+K82.6%
crouch dash forward into guardG82.6%
Elbow Butt6P into forward dash72.3%
backdash into Side Kick3K62.0%
crouch dash forward into Megaton Knuckle43P+K62.0%
Overblow Shoulder66P+K41.3%
backdash into Middle Hell Stab6P+K41.3%
backdash into Torpedo Head Butt4P+K41.3%

57 further openings account for the other 79 rounds.

Taka

Career
52–16 · 76.5%
This season
42 matches · 76.2%
Peak rank
35

First hit in 60.8% of 166 rounds. Won 66.3% of the rounds they struck first, 63.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down3118.1%
backdash into Dohyouwari43P105.8%
backdash into punchP105.8%
kickK105.8%
crouch dash forward into punchP74.1%
punchP into Tachi'aiP+K+G52.9%
Tachi'aiP+K+G into Tachi'ai BaraiP42.3%
backdash into Ao'oni Midaremage214P+K42.3%
backdash into Kirikabu Kudaki1P+K42.3%
backdash into Sokubi Otoshi41236P42.3%
backward movement into Hiji'ate6P42.3%
Agyou4P+K+G into backward movement31.8%
backdash into Agyou4P+K+G31.8%
backdash into Takatsumehashi3P+K31.8%
backdash into Ten'yaburi4P+KP31.8%

49 further openings account for the other 66 rounds.

Akira

Career
16–6 · 72.7%
This season
22 matches · 72.7%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down2427.0%
backdash into Sokutai3K1011.2%
Rimon Chouchu66P910.1%
backdash into evade up89.0%
backdash into Souka Housui3P+K44.5%
backdash into punchP44.5%
Yakuho Chouchu666P33.4%
backdash into Kenhou6KP33.4%
backdash into throwP+G33.4%
Jouho Touken6P into backward movement22.2%
Rimon Chouchu66P into forward dash22.2%
Yakuho Chouchu666P into forward dash22.2%
backdash into Kaikyusei4P22.2%
backward movement into evade up22.2%
Rimon Chouchu66P into forward movement11.1%

10 further openings account for the other 10 rounds.

Goh

Career
488–286 · 63.0%
This season
4 matches · 50.0%
Peak rank
36

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down425.0%
backdash into punchP212.5%
Kyousengeri46K into forward dash16.2%
Kyousengeri46K into forward movement16.2%
backdash into Kyousengeri46K16.2%
backdash into Zenpou Kaiten Ukemi6P+K+G16.2%
backdash into guardG16.2%
crouch dash forward into Maegeri3K16.2%
crouch dash forward into Sune'uchi2P16.2%
crouch dash forward into evade down16.2%
crouch dash forward into guardG16.2%
evade down into Garyu66K16.2%

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 (73 here; about 3.7 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: 14 of 18 tests hold up
  • Wolf: 7 of 15 tests hold up
  • Dural: 9 of 15 tests hold up
  • Brad: 0 of 12 tests hold up
  • Jeffry: 4 of 13 tests hold up
  • Taka: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Goh: not tested (too few rounds)