VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

あゆず

  • Eileen
  • Jeffry
  • Aoi
  • Lau
  • Goh
Career matches3,866
Career win rate51.3%
Round win rate51.8%
Peak rank31
Distinct opponents296
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1536 #1,775 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

Shun312,1981,1301,06851.4%
Jeffry2767934933051.4%
Aoi2647923324648.6%
Eileen2839921718254.4%
Goh2282404248.8%
Lau2229141548.3%

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

2,182 of 2,424 rounds counted

7.0 inputs a second (420 a minute) this season. Faster than 46% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.4444696
Eileen7.0420830
Jeffry6.5388498
Aoi6.840977
Lau6.941478
Goh8.35003

By opponent's character

Akira6.9415270
Jacky7.3438229
Wolf7.3438230
Shun6.7403192
Goh7.1425180
Pai7.1428140
Aoi6.7404117
Jeffry6.7401115
Lion7.1426104
Kage6.9412107
Lau7.343999
Jean6.740382
Lei Fei7.042253
Sarah7.243067
El Blaze6.840944
Brad6.639450
Vanessa7.042131
Eileen6.438533
Taka7.142823
Dural7.042116

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

Akira73353848.0%-7.8
Jacky66402660.6%+12.3
Wolf61402165.6%+11.2
Shun53341964.2%+9.2
Goh46192741.3%-10.2
Pai41251661.0%+1.4
Aoi30171356.7%-4.7
Jeffry28161257.1%+7.3
Lion28111739.3%-17.6
Kage2791833.3%-20.8
Lau27131448.1%-9.3
Jean23121152.2%+0.5
Lei Fei1881044.4%-16.2
Sarah1811761.1%+6.5
El Blaze1713476.5%+19.7
Brad149564.3%+6.2
Vanessa135838.5%-15.5
Eileen98188.9%+24.2
Taka63350.0%-14.3
Dural43175.0%+26.0

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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

Half Fence73403354.8%-0.6
Breakable Full Fence67353252.2%-5.1
Single Wall67373055.2%-0.6
Low Fence66382857.6%+3.9
Full Fence58322655.2%+1.1
Open58292950.0%-2.6
Rectangle58372163.8%+7.6
Breakable Half Fence53292454.7%+3.4
Octagon47291861.7%+5.3
Full Fence and Open28141450.0%-5.3

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls35656.7%55.3%+1.4
No walls19154.5%54.1%+0.3

Walls against open: +1.1 points (95% range -8.0 to +10.2), p 0.813 — 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

monky-d-taku (Rank 29)2026/10/1453260.0%
saruta_eileen (Rank 25)2026/10/1453260.0%
SOLA (Rank 24)2026/10/1443175.0%
dochi-cochi (Rank 24)2026/10/1453260.0%
wide-plaster85 (Rank 28)2026/10/1451420.0%
あなたのかみさま (Rank 26)2026/09/29119281.8%
なっちゃんねる (Rank 28)2026/09/2851420.0%
きつね (Rank 28)2026/09/2775271.4%
M&E (Rank 23)2026/09/2576185.7%
hot-milk-www (Rank 27)2026/09/2242250.0%
クロサギ@はなちゃん (Rank 30)2026/09/1841325.0%
まろんた (Rank 23)2026/09/1742250.0%
markey39 (Rank 26)2026/09/1763350.0%
要你命3000 (Rank 24)2026/08/3153260.0%
handon-san- (Rank 29)2026/08/2351420.0%
gigantic-show422 (Rank 32)2026/08/2284450.0%
hahaha (Rank 29)2026/08/0565183.3%
YamchanGTR (Rank 29)2026/08/0583537.5%
SHOBOKO (Rank 29)2026/08/0553260.0%
くろなぎ (Rank 30)2026/08/0561516.7%
abutora136 (Rank 28)2026/08/0252340.0%
MIES/ミース (Rank 27)2026/07/2584450.0%
so-ka-si-12-06 (Rank 27)2026/07/215050.0%
maruneru-_-khs (Rank 33)2026/07/1052340.0%
しゅが~nsr (Rank 25)2026/04/2242250.0%

Round openings

Every character

crouch into Haisenchu1P28113.2%
backdash into backward movement22110.4%
backdash into evade up1416.6%
Middle Hell Stab6P+K984.6%
backdash into guardG723.4%
backdash into Kasen Gyou'in6P+K+G522.5%
Enkou Kenka46P512.4%
guardG into throw escape472.2%
punchP into RengekiPP462.2%
backdash into evade down391.8%
guardG into evade down321.5%
punchP291.4%
backdash into Tsunami Beat3K+G281.3%
forward dash into Sokutan Senshu6K281.3%
Haisenchu1P261.2%

319 further openings account for the other 933 rounds.

Counted from 526 of the 602 matches played. The rest were not pulled for openings.

Shun

Career
1,130–1,068 · 51.4%
This season
223 matches · 52.9%
Peak rank
31

First hit in 58.6% of 875 rounds. Won 51.5% of the rounds they struck first, 48.1% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 28.8% of rounds, against 20.0% in their other rounds.
  • Against Lion: moves in first in 14.3% of rounds, against 5.6% against everyone else.
  • On Single Wall stages: backs off first in 39.4% of rounds, against 24.6% on the other stages.
  • On no drinks: waits first in 49.6% of rounds, against 33.6% on other drink counts.
  • In round 1: opens with “crouch into 1P Haisenchu” in 42.0% of rounds, against 28.5% in their other rounds.
  • After losing a round: opens with “crouch into 1P Haisenchu” in 40.0% of rounds, against 16.4% after winning one.
  • When behind: opens with “crouch into 1P Haisenchu” in 39.4% of rounds, against 19.8% when ahead or level.

How is this tested?

crouch into Haisenchu1P28131.8%
backdash into backward movement546.1%
backdash into Kasen Gyou'in6P+K+G525.9%
punchP into RengekiPP465.2%
forward dash into Sokutan Senshu6K283.2%
punchP273.1%
Haisenchu1P262.9%
backdash into evade up192.1%
punchP into Chougeki RigoutaiPK182.0%
guardG into throw escape161.8%
RengekiPP into Saishu RenkangekiPPP141.6%
backdash into guardG141.6%
guardG into evade down141.6%
backdash into Gyou'in Haishu3P111.2%
crouch into Gyou'in Haishu3P101.1%

114 further openings account for the other 253 rounds.

Counted from 219 of the 223 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
Jacky13–8 · 62%7–4 · 64%too few to test
Wolf11–2 · 85%8–5 · 62%too few to test
Goh6–7 · 46%3–6 · 33%too few to test
Akira6–9 · 40%2–3 · 40%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.

4 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?

Eileen

Career
217–182 · 54.4%
This season
206 matches · 60.2%
Peak rank
28

First hit in 47.7% of 539 rounds. Won 53.7% of the rounds they struck first, 54.3% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 38.1% of rounds, against 23.1% in their other rounds.
  • After losing a round: backs off first in 67.9% of rounds, against 45.4% after winning one.
  • In round 1: opens with “6P Douchu into 6PP Jouho Chu'un” in 9.7% of rounds, against 2.9% in their other rounds.
  • Against Akira: opens with “6P Douchu into 6PP Jouho Chu'un” in 15.0% of rounds, against 3.3% against everyone else.
  • On Half Fence stages: opens with “backdash into G guard” in 14.5% of rounds, against 3.4% on the other stages.
  • After losing a round: opens with “backdash into G guard” in 10.4% of rounds, against 0.9% after winning one.

How is this tested?

backdash into backward movement7413.6%
backdash into evade up7012.8%
Enkou Kenka46P519.4%
backdash into guardG264.8%
Douchu6P into Jouho Chu'un6PP254.6%
backdash into evade down173.1%
backdash into Tanhikyaku9K152.8%
Enkou RensouPP into Rensou HekizanPPP112.0%
crouch into Enkou Nyudou214P+K101.8%
Enkou Nyurin66P91.6%
backdash into throw escape81.5%
crouch into Matsumensou4P+K81.5%
guardG into throw escape81.5%
Hikou Niki6K71.3%
backdash71.3%

93 further openings account for the other 199 rounds.

Counted from 134 of the 206 matches played. The rest were not pulled for openings.

Jeffry

Career
349–330 · 51.4%
This season
134 matches · 55.2%
Peak rank
27

First hit in 49.7% of 537 rounds. Won 50.9% of the rounds they struck first, 50.7% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 47.0% of rounds, against 21.3% in their other rounds.
  • After opening the round before by backing off: backs off first in 59.6% of rounds, against 44.2% after anything else.
  • After losing a round: backs off first in 60.0% of rounds, against 40.7% after winning one.
  • When behind: backs off first in 60.4% of rounds, against 45.0% when ahead or level.
  • In round 1: opens with “6P+K Middle Hell Stab” in 31.3% of rounds, against 13.9% in their other rounds.
  • After losing a round: opens with “backdash into backward movement” in 24.9% of rounds, against 8.5% after winning one.
  • When behind: opens with “backdash into backward movement” in 22.7% of rounds, against 13.9% when ahead or level.

How is this tested?

Middle Hell Stab6P+K9818.2%
backdash into backward movement7714.3%
backdash into evade up417.6%
backdash into Tsunami Beat3K+G285.2%
backdash into guardG224.1%
guardG into Middle Hell Stab6P+K224.1%
crouch into Side Kick3K173.2%
guardG into throw escape173.2%
crouch into Low Knuckle2P132.4%
backdash into Side Kick3K112.0%
guardG into evade down101.9%
backdash into evade down81.5%
backdash into throw escape81.5%
Sunlit Body Upper3P+K71.3%
guardG into backdash71.3%

87 further openings account for the other 152 rounds.

Lau

Career
14–15 · 48.3%
This season
19 matches · 36.8%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Renkanshou3PPP1519.2%
backdash into backward movement79.0%
backdash into guardG67.7%
backdash into evade up56.4%
backdash into Souko Reppa3P+K33.9%
backdash into evade down33.9%
evade down into guardG33.9%
Chugeki6P into Hou'ou Soushou6PP22.6%
RenshouPP into Renkanshou3PPP22.6%
backdash22.6%
backdash into Renkanshou3PPP22.6%
backdash into Senchutai3K22.6%
backdash into throwP+G22.6%
backdash into throw escape22.6%
Chugeki6P11.3%

21 further openings account for the other 21 rounds.

Aoi

Career
233–246 · 48.6%
This season
19 matches · 36.8%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement911.7%
backdash into evade up67.8%
guardG into throw escape56.5%
Sou'unha66K into Raijinha6K45.2%
backdash into guardG45.2%
Inshou43P+K33.9%
forward dash into Raijinha6K33.9%
guardG into backdash33.9%
NirentotsuPP into Nirentotsu OuchuPPP22.6%
backdash into evade down22.6%
crouch dash forward into Hou'oushu3P22.6%
forward dash into Sou'unha66K22.6%
guardG into crouch22.6%
Hou'oushu3P11.3%
Hou'oushu3P into punchP11.3%

28 further openings account for the other 28 rounds.

Goh

Career
40–42 · 48.8%
This season
1 matches · 100.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backward movement into forward movement133.3%
guardG into throwP+G133.3%
throw escape133.3%

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 (47 here; about 2.4 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: 7 of 17 tests hold up
  • Eileen: 6 of 15 tests hold up
  • Jeffry: 7 of 15 tests hold up
  • Lau: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Goh: not tested (too few rounds)