VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Shun

TheIceman777

  • Akira
Career matches254
Career win rate48.8%
Round win rate44.2%
Peak rank23
Distinct opponents24
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1229 Not ranked yet: the list needs 50 matches. See 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

Shun2323512111451.5%
Akira81931615.8%

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

256 of 258 rounds counted

7.8 inputs a second (469 a minute) this season. Faster than 67% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.6455212
Akira9.154344

By opponent's character

Pai8.350131
Sarah7.746333
Aoi7.142427
Kage8.047824
Akira7.847027
Lei Fei8.852921
Jacky7.947619
Brad8.249112
Eileen7.243514
Shun6.941414
El Blaze6.94139
Lau7.947210
Wolf8.248911
Lion7.94744

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

Pai82625.0%-24.9
Sarah87187.5%+36.9
Aoi71614.3%-32.1
Kage74357.1%+9.8
Akira63350.0%+27.1
Lei Fei6060.0%-48.3
Jacky52340.0%+18.7
Brad42250.0%+9.8
Eileen42250.0%+4.5
Shun42250.0%-1.4
El Blaze3030.0%-32.5
Lau32166.7%+21.0
Wolf31233.3%+2.5
Lion110100.0%+63.3

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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 Fence104640.0%-1.6
Rectangle104640.0%+1.7
Single Wall95455.6%-4.1
Breakable Full Fence83537.5%-10.0
Octagon85362.5%+34.6
Breakable Half Fence63350.0%-0.1
Full Fence and Open51420.0%-9.5
Low Fence4040.0%-25.3
Open4040.0%-33.3

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls4245.2%41.1%+4.1
No walls1729.4%44.3%-14.9

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

S_C_H_T_O_M_P (Rank 24)71614.3%
Marbles (Rank 24)63350.0%
oscarrocman (Rank 10)54180.0%
Dlent (Rank 12)4040.0%
Rattlehead24oz (Rank 11)440100.0%
Sunset (Rank 3)4040.0%
Encrylix (Rank 14)32166.7%
JiveProfessor (Rank 10)32166.7%
StoicRrobot (Rank 10)31233.3%
corywatson2012 (Rank 14)31233.3%
echoscreen (Rank 16)330100.0%
Da-Goat-Pawn (Rank 30)2020.0%
DatDemo (Rank 27)21150.0%
LethalLegendK (Rank 30)2020.0%
UltraSeBassツ (Rank 35)2020.0%
ZattisQ (Rank 11)220100.0%
brucelabestia (Rank 35)2020.0%
iKillYouXChicken (Rank 38)2020.0%
mav2125 (Rank 3)220100.0%
snoopoffthewire (Rank 1)220100.0%
suna19 (Rank 31)2020.0%
󠀡󠀡 (Rank 24)2020.0%
AHHHHHHHHHHHHHHHHHHHHH (Rank 6)1010.0%
Dice (Rank 25)110100.0%

Most played opponents, most recent first

󠀡󠀡 (Rank 24)2026/08/312020.0%
S_C_H_T_O_M_P (Rank 24)2026/08/2971614.3%
mav2125 (Rank 3)2026/08/24220100.0%
Dice (Rank 25)2026/08/23110100.0%
echoscreen (Rank 16)2026/08/23330100.0%
Marbles (Rank 24)2026/08/2263350.0%
AHHHHHHHHHHHHHHHHHHHHH (Rank 6)2026/08/181010.0%
ZattisQ (Rank 11)2026/08/05220100.0%
DatDemo (Rank 27)2026/08/0221150.0%
Rattlehead24oz (Rank 11)2026/08/02440100.0%
JiveProfessor (Rank 10)2026/07/2732166.7%
Da-Goat-Pawn (Rank 30)2026/07/272020.0%
oscarrocman (Rank 10)2026/07/2754180.0%
suna19 (Rank 31)2026/07/272020.0%
brucelabestia (Rank 35)2026/07/262020.0%
Encrylix (Rank 14)2026/07/2632166.7%
LethalLegendK (Rank 30)2026/07/182020.0%
corywatson2012 (Rank 14)2026/07/1731233.3%
Dlent (Rank 12)2026/07/174040.0%
Sunset (Rank 3)2026/07/174040.0%
UltraSeBassツ (Rank 35)2026/07/172020.0%
iKillYouXChicken (Rank 38)2026/07/082020.0%
StoicRrobot (Rank 10)2026/07/0831233.3%
snoopoffthewire (Rank 1)2026/07/05220100.0%

Round openings

Every character

Kouhi Tentai7K+G3011.6%
Koushinhi4P+K+G2610.1%
punchP into kickK145.4%
punchP114.3%
punchP into RengekiPP103.9%
punchP into Chougeki RigoutaiPK72.7%
backdash into Jouho Senshou46P62.3%
backdash into Jouho Touken6P62.3%
backdash into backward movement62.3%
backdash into guardG62.3%
Honshin Rensenkyaku4K+G into Kouhi Tentai7K+G51.9%
Kouhi Tentai7K+G into Honshin Rensenkyaku4K+G51.9%
backdash into Koushinhi4P+K+G51.9%
backdash into Tenshin Benshu4P+K51.9%
no input51.9%

74 further openings account for the other 111 rounds.

Shun

Career
121–114 · 51.5%
This season
57 matches · 50.9%
Peak rank
23

First hit in 49.8% of 213 rounds. Won 58.5% of the rounds they struck first, 41.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kouhi Tentai7K+G3014.0%
Koushinhi4P+K+G2612.2%
punchP into kickK136.1%
punchP104.7%
punchP into RengekiPP104.7%
punchP into Chougeki RigoutaiPK73.3%
Honshin Rensenkyaku4K+G into Kouhi Tentai7K+G52.3%
Kouhi Tentai7K+G into Honshin Rensenkyaku4K+G52.3%
backdash into Koushinhi4P+K+G52.3%
backdash into Tenshin Benshu4P+K52.3%
no input52.3%
Haisenchu1P into Haisenchu Kaikakyaku1PK41.9%
Kasen Chugeki6P into Gyou'inshuP+K+G41.9%
Tanhi ChougekiK+G into OusoushuK+GP41.9%
crouch into Fukuchougeki2P41.9%

54 further openings account for the other 77 rounds.

Akira

Career
3–16 · 15.8%
This season
12 matches · 0.0%
Peak rank
8

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Jouho Senshou46P613.6%
backdash into Jouho Touken6P613.6%
backdash into guardG49.1%
backdash into backward movement36.8%
backdash into Chouyoushu1P24.5%
backdash into Chutenshou2K+GP24.5%
backdash into Rimon Chouchu66P24.5%
Rimon Chouchu66P into Jouho Touken6P12.3%
Satei3K+G into Goko Shutsudou3K+GP12.3%
backdash12.3%
backdash into Sayu Kaikyu4PP12.3%
backdash into SoutoP+K12.3%
backdash into Tetsuzankou466P+K12.3%
backdash into Yakuho Chouchu666P12.3%
backdash into back kick4K12.3%

11 further openings account for the other 11 rounds.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Shun: not tested (too few rounds)
  • Akira: not tested (too few rounds)