VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Shun

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  • El Blaze
Career matches449
Career win rate58.1%
Round win rate53.3%
Peak rank25
Distinct opponents47
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1281 #3,184 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

Shun2428317111260.4%
El Blaze25166907654.2%

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

282 of 409 rounds counted

7.2 inputs a second (431 a minute) this season. Faster than 51% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.5447152
El Blaze6.9412130

By opponent's character

Akira7.645461
Wolf6.739923
Jeffry6.74003
Aoi7.344127
Jacky6.841131
Pai7.042333
Sarah6.941522
Goh7.243427
Lau7.847118
Lion6.23727
Brad7.243411
Kage7.444419

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

Akira168850.0%-13.1
Wolf1610662.5%+4.6
Jeffry1211191.7%+46.1
Aoi83537.5%-14.9
Jacky83537.5%-24.1
Pai83537.5%-27.6
Sarah72528.6%-2.3
Goh65183.3%+28.7
Lau65183.3%+22.9
Lion51420.0%-54.8
Brad42250.0%-10.8
Kage440100.0%+46.2
Lei Fei31233.3%-26.1
Jean110100.0%+42.6

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

Low Fence149564.3%+8.0
Octagon148657.1%+7.5
Single Wall149564.3%+7.6
Breakable Half Fence128466.7%+17.7
Half Fence126650.0%-12.6
Rectangle105550.0%-8.5
Full Fence95455.6%-0.3
Open93633.3%-35.9
Full Fence and Open54180.0%+26.7
Breakable Full Fence31233.3%-23.5

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
Walls6055.0%55.0%-0.0
No walls3756.8%59.6%-2.9

Walls against open: +2.8 points (95% range -25.9 to +31.5), p 0.847 — 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

みの (Rank 21)2026/06/2831233.3%
ゅろぽ (Rank 25)2026/06/2831233.3%
I'mabeginner (Rank 26)2026/06/2831233.3%
紫荆一头牛 (Rank 24)2026/06/2121150.0%
我的名字叫顺溜 (Rank 21)2026/06/212020.0%
しろ☆おび。 (Rank 24)2026/06/2121150.0%
ぽん (Rank 25)2026/06/2043175.0%
銀 (Rank 26)2026/06/2032166.7%
*NIL-NEON* (Rank 21)2026/06/2041325.0%
nr636 (Rank 17)2026/06/142020.0%
mokoha_jean (Rank 22)2026/05/2532166.7%
壱色淸淨 (Rank 26)2026/05/2531233.3%
shinkita (Rank 21)2026/05/25220100.0%
Shako_P (Rank 24)2026/05/25220100.0%
yasai (Rank 23)2026/05/2574357.1%
すずもも (Rank 22)2026/05/2531233.3%
kkd828 (Rank 21)2026/05/2321150.0%
Konjikinoame (Rank 26)2026/05/23220100.0%
nekota (Rank 24)2026/05/1832166.7%
VirtuaLi-on (Rank 21)2026/05/18220100.0%
无双殿堂 (Rank 21)2026/05/1731233.3%
真 (Rank 23)2026/05/172020.0%
IceCreamMan (Rank 15)2026/05/1765183.3%
Mevius1 (Rank 16)2026/05/1611110100.0%
うるヲ参拾 (Rank 38)2026/05/142020.0%

Round openings

Every character

offensive move10726.2%
Haisenchu1P into Haisenchu Kaikakyaku1PK307.3%
guardG into offensive move286.8%
backdash into Head Smash Kick46K225.4%
guardG into Haisenchu Kaikakyaku1PK204.9%
Rensai Gakushu46PP into Rengeki Gakushu46PPP143.4%
guardG into Backswing Rocket1P+K143.4%
Demon Dance9P+K into Demon's Tail9P+KK133.2%
Backswing Rocket1P+K122.9%
Haisenchu1P102.4%
Kasen Chugeki6P into Kasen Zenbokushou6PP92.2%
guardG into Demon's Tail9P+KK61.5%
guardG into evade down61.5%
forward dash into Shadow Spear6K51.2%
guardG into Haisenchu1P51.2%

66 further openings account for the other 108 rounds.

Shun

Career
171–112 · 60.4%
This season
72 matches · 62.5%
Peak rank
24

First hit in 47.8% of 278 rounds. Won 55.6% of the rounds they struck first, 58.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

offensive move10738.4%
Haisenchu1P into Haisenchu Kaikakyaku1PK3010.8%
guardG into offensive move279.7%
guardG into Haisenchu Kaikakyaku1PK207.2%
Rensai Gakushu46PP into Rengeki Gakushu46PPP145.0%
Haisenchu1P103.6%
Kasen Chugeki6P into Kasen Zenbokushou6PP93.2%
guardG into Haisenchu1P51.8%
Gyou'in Haishu3P into kickK31.1%
Gyou'in Haishu3P into punchP31.1%
Honshin Rensenkyaku4K+G31.1%
backward movement into Kasen Zenbokushou6PP31.1%
guardG into evade down31.1%
guardG into punchP31.1%
kickK into Renhi ChougekiKK31.1%

28 further openings account for the other 36 rounds.

El Blaze

Career
90–76 · 54.2%
This season
32 matches · 43.8%
Peak rank
25

First hit in 48.5% of 130 rounds. Won 50.8% of the rounds they struck first, 40.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Head Smash Kick46K2216.9%
guardG into Backswing Rocket1P+K1410.8%
Demon Dance9P+K into Demon's Tail9P+KK1310.0%
Backswing Rocket1P+K129.2%
guardG into Demon's Tail9P+KK64.6%
forward dash into Shadow Spear6K53.9%
Shadow Lance66K into forward dash43.1%
backdash into Volcano Upper4P+K43.1%
guardG into Shadow Fang6PK43.1%
backdash into kickK32.3%
forward dash into Shadow Lance66K32.3%
guardG into evade down32.3%
Backswing Rocket1P+K into guardG21.5%
Flame Toe Kick46PK into Inferno Savate46PKK21.5%
Shadow Spear6K21.5%

25 further openings account for the other 31 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)
  • El Blaze: not tested (too few rounds)