VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

frog-23jd

  • Goh
  • Aoi
  • Vanessa
  • Brad
  • Akira
Career matches3,941
Career win rate51.1%
Round win rate48.0%
Peak rank28
Distinct opponents162
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1374 #2,788 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

Shun271,22161960250.7%
Goh251,13156656550.0%
Vanessa2881043837254.1%
Aoi2557329028350.6%
Brad24182899348.9%
Akira2224111345.8%

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

1,738 of 1,810 rounds counted

8.3 inputs a second (497 a minute) this season. Faster than 76% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun8.4507686
Goh8.1488394
Aoi8.1483282
Vanessa8.3501243
Brad8.2492104
Akira8.249129

By opponent's character

Akira8.4502253
Aoi8.0478159
Pai8.3497156
Jacky8.6515125
Wolf8.6517154
Goh8.349880
Taka8.0478100
Jeffry8.550878
Sarah8.249398
El Blaze8.349986
Kage8.047874
Shun8.550771
Lei Fei8.148463
Jean8.349566
Brad8.249054
Lion8.349557
Lau8.249232
Vanessa8.551012
Eileen8.249514
Dural8.65166

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

Akira64333151.6%+3.0
Aoi38221657.9%+13.0
Pai38221657.9%+9.6
Jacky37142337.8%-9.0
Wolf37152240.5%-12.9
Goh26111542.3%-11.0
Taka26121446.1%+7.2
Jeffry2581732.0%-19.7
Sarah2591636.0%-6.3
El Blaze2112957.1%+13.3
Kage1911857.9%+7.0
Shun189950.0%-2.6
Lei Fei1651131.2%-13.3
Jean1551033.3%-7.3
Brad1410471.4%+22.9
Lion137653.9%+10.2
Lau75271.4%+28.6
Vanessa41325.0%-28.3
Eileen31233.3%+1.7
Dural2020.0%-33.7

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 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

Rectangle57302752.6%+3.6
Breakable Half Fence51203139.2%-9.4
Open49222744.9%-2.5
Low Fence47281959.6%+11.8
Half Fence44172738.6%-7.6
Octagon44192543.2%-5.4
Breakable Full Fence43192444.2%-5.5
Full Fence43222151.2%+6.2
Single Wall30181260.0%+15.7
Full Fence and Open1961331.6%-12.7

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
Walls28245.0%47.6%-2.6
No walls12654.0%47.4%+6.5

Walls against open: -9.1 points (95% range -20.1 to +1.8), p 0.103 — 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

manekinecogames (Rank 23)2026/10/1864266.7%
camelvf (Rank 28)2026/10/1751420.0%
108 (Rank 26)2026/10/1652340.0%
HayanieMozu (Rank 23)2026/10/1584450.0%
TaKaArAsHi573 (Rank 23)2026/10/151551033.3%
xXsoul-childXx (Rank 29)2026/10/1362433.3%
gimoring (Rank 29)2026/10/1271614.3%
パニガーレ (Rank 25)2026/10/1272528.6%
dalmax72 (Rank 22)2026/10/11137653.9%
安全パイ (Rank 24)2026/10/1053260.0%
brutalokina (Rank 23)2026/10/1054180.0%
下P撃ち過ぎですか!? (Rank 28)2026/10/09158753.3%
PKG (Rank 28)2026/10/08136746.1%
μ (Rank 26)2026/10/0572528.6%
みらめたる (Rank 21)2026/10/05550100.0%
けつ毛バーガーking (Rank 24)2026/09/3062433.3%
kayotomo55 (Rank 24)2026/09/1452340.0%
☆瞳氷☆ (Rank 24)2026/09/1354180.0%
ゅろぽ (Rank 25)2026/09/0953260.0%
fazz00r (Rank 29)2026/09/0385362.5%
M&E (Rank 23)2026/08/2963350.0%
しろ☆おび。@のびしろF (Rank 25)2026/08/0496366.7%
orz (Rank 30)2026/08/0253260.0%
yagi[JP] (Rank 23)2026/07/2563350.0%
CELIS (Rank 27)2026/07/1573442.9%

Round openings

Every character

backdash into backward movement1188.2%
backdash into guardG825.7%
guardG332.3%
backdash into Karura4P+K312.2%
backdash into evade down261.8%
Kirin33P into punchP241.7%
forward dash into throwP+G231.6%
punchP191.3%
punchP into AgitosogiP+K191.3%
backdash181.3%
backdash into throwP+G171.2%
backward movement into Kasen Chugeki6P161.1%
Defensive Style: backdash into back kick4K151.1%
Soukyu46P into punchP151.1%
Getsuga Gakushu46P141.0%

432 further openings account for the other 961 rounds.

Counted from 352 of the 448 matches played. The rest were not pulled for openings.

Shun

Career
619–602 · 50.7%
This season
173 matches · 46.2%
Peak rank
27

First hit in 50.6% of 439 rounds. Won 46.4% of the rounds they struck first, 40.5% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 53.6% of rounds, against 32.7% in their other rounds.
  • On Low Fence stages: opens with “backdash into backward movement” in 27.1% of rounds, against 6.5% on the other stages.

How is this tested?

backdash into backward movement398.9%
backdash into guardG296.6%
backward movement into Kasen Chugeki6P163.6%
Getsuga Gakushu46P143.2%
punchP into RengekiPP143.2%
backdash into offensive move122.7%
Chubu Soutenkyaku66K into Sokutan Senshu6K102.3%
Getsuga Gakushu46P into Rensai Gakushu46PP102.3%
guardG102.3%
Asen Kaikyaku44K into Toushin Soutanshu4KK81.8%
Getsuga Gakushu46P into punchP81.8%
Kouhi Tentai7K+G into Ryubikyaku8K+G81.8%
Shinho Suikoushu43P+K into Gyou'in Haishu3P81.8%
punchP81.8%
Tenshin Souchushou6P+K71.6%

131 further openings account for the other 238 rounds.

Counted from 109 of the 173 matches played. The rest were not pulled for openings.

Goh

Career
566–565 · 50.0%
This season
103 matches · 49.5%
Peak rank
25

First hit in 52.6% of 401 rounds. Won 48.8% of the rounds they struck first, 48.4% of the rounds they were struck first.

Significant Tells

  • In round 2: opens with “backdash into 4P+K Karura” in 17.2% of rounds, against 4.6% in their other rounds.
  • On Rectangle stages: opens with “backdash into 4P+K Karura” in 16.0% of rounds, against 5.8% on the other stages.

How is this tested?

backdash into backward movement4210.5%
backdash into Karura4P+K317.7%
backdash into guardG266.5%
Kirin33P into punchP246.0%
punchP into AgitosogiP+K194.7%
backdash into evade down164.0%
Soukyu46P into punchP153.7%
guardG153.7%
forward dash into throwP+G102.5%
Garyu66K into Tsukikage6K92.2%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G92.2%
backdash92.2%
backdash into Sune Kudaki43P92.2%
punchP into kickK92.2%
Hoderi4P into Hoderi~Shikigami4PP82.0%

81 further openings account for the other 150 rounds.

Counted from 100 of the 103 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira4–8 · 33%3–2 · 60%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.

3 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?

Aoi

Career
290–283 · 50.6%
This season
74 matches · 37.8%
Peak rank
25

First hit in 52.4% of 269 rounds. Won 48.9% of the rounds they struck first, 46.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement3011.2%
backdash into guardG238.6%
backdash into Jousei Ryusenshou214P+K124.5%
Sanseigan66P+K into Ouka66P+KP103.7%
backdash into Shizuriyuki6K+G93.4%
punchP into NirentotsuPP93.4%
Sou'unha66K into Kumogeri6KK83.0%
Tenchi In'youP+K+G72.6%
back punch+kick+guard4P+K+G62.2%
forward dash into throwP+G62.2%
backdash into throwP+G51.9%
crouch into Kusanagi2K+G51.9%
evade up into guardG51.9%
guardG51.9%
punchP into crouch51.9%

77 further openings account for the other 124 rounds.

Counted from 63 of the 74 matches played. The rest were not pulled for openings.

Vanessa

Career
438–372 · 54.1%
This season
67 matches · 55.2%
Peak rank
28

First hit in 20.4% of 216 rounds. Won 56.8% of the rounds they struck first, 55.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: backdash into back kick4K156.9%
Defensive Style: backdash into backward movement94.2%
Defensive Style: crouch into Low Spin Slicer2K+G94.2%
Defensive Style: backdash into guardG83.7%
Offensive Style: backdash into guardG83.7%
Defensive Style: backdash into back kick+guard4K+G73.2%
Defensive Style: evade up into guardG73.2%
Defensive Style: Heavy Hook into Heavy Hook ComboP+KP62.8%
Defensive Style: backdash into Heel Kick6K+G62.8%
Defensive Style: guard62.8%
Offensive Style: backdash into Stopping Low Smash2KPP62.8%
Offensive Style: backdash into backward movement62.8%
Defensive Style: Shadow Slicer into Cut-in Knee Kick6K52.3%
Defensive Style: backdash into evade down52.3%
Offensive Style: Long Barrel Blow into Body Blow~Bullet Hook6PP52.3%

70 further openings account for the other 108 rounds.

Counted from 55 of the 67 matches played. The rest were not pulled for openings.

Brad

Career
89–93 · 48.9%
This season
24 matches · 58.3%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Double Strike2KK79.1%
backdash into Stop Kick4K45.2%
backdash into Sway Back4P+K+G45.2%
backdash into backward movement45.2%
Rapid Short UpperP+KP into Rapid CombinationP+KPP33.9%
crouch into Destruction Body3P+K33.9%
forward movement33.9%
Elbow Hook6P22.6%
Jackal Straight46P+K into Rapid Short UpperP+KP22.6%
backdash22.6%
backdash into guardG22.6%
backward movement into guardG22.6%
guardG22.6%
guardG into Sharp Shoot1P22.6%
punchP into Jab~High KickPK22.6%

33 further openings account for the other 33 rounds.

Counted from 18 of the 24 matches played. The rest were not pulled for openings.

Akira

Career
11–13 · 45.8%
This season
7 matches · 28.6%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Koboku214P413.8%
backdash into backward movement310.3%
backdash into guardG26.9%
Fujinkyaku2K+G into Chutenshou2K+GP13.5%
Hekishou43P into evade down13.5%
Jouho Touken6P into punchP13.5%
Kaikyusei4P into Jirou Tanzan4PP+K13.5%
Rimon Chouchu66P into Jouho Touken6P13.5%
Satei3K+G into Goko Shutsudou3K+GP13.5%
Youhou33P into Rimon Chouchu66P13.5%
Youhou33P into punchP13.5%
ZanshuK+G into Youshi SaikenK+GP13.5%
back punch+kick4P+K into Chouzan Housui46P+K13.5%
backdash into Hekishou43P13.5%
down-back punch+kick1P+K into down-back, back punch+kick14P+K13.5%

8 further openings account for the other 8 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 (30 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: 2 of 16 tests hold up
  • Goh: 2 of 14 tests hold up
  • Aoi: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Akira: not tested (too few rounds)