VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

RushdownTurtle(RDT)

  • Goh
  • Kage
  • Wolf
  • El Blaze
  • Pai
Career matches4,451
Career win rate64.3%
Round win rate59.2%
Peak rank40
Distinct opponents171
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1858 #219 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

Shun401,00063736363.7%
El Blaze3888658030665.5%
Kage3877351725666.9%
Goh3669543126462.0%
Pai3465341124262.9%
Wolf3644428515964.2%

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

3,115 of 3,892 rounds counted

6.5 inputs a second (390 a minute) this season. Faster than 31% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun6.63952,186
Goh6.2369176
Kage6.3380374
Wolf6.2371159
El Blaze6.2374112
Pai6.6398108

By opponent's character

Akira6.5390280
Lion6.8409243
Kage6.3378254
Sarah6.3377223
Jacky6.6394246
Shun6.6397208
El Blaze6.3380184
Jean6.4382199
Dural6.7403200
Pai6.6396180
Brad6.6393140
Goh6.3379138
Wolf6.3380139
Lei Fei6.2372125
Vanessa6.8405123
Jeffry6.639771
Lau6.8411107
Eileen6.036323
Taka6.136432

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

Akira101633862.4%+3.4
Lion85503558.8%+2.9
Kage79572272.2%+8.6
Sarah74443059.5%-12.2
Jacky68541479.4%+5.7
Shun68482070.6%+3.2
El Blaze65382758.5%-1.1
Jean59372262.7%+1.1
Dural52292355.8%-1.0
Pai52401276.9%+3.4
Brad50252550.0%-11.7
Goh46311567.4%+1.0
Wolf44271761.4%-3.9
Lei Fei43271662.8%-3.9
Vanessa36251169.4%+6.7
Jeffry30181260.0%-6.8
Lau29171258.6%-6.3
Eileen116554.5%-15.6
Taka86275.0%+17.4
Aoi43175.0%+6.1

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.

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

Full Fence126844266.7%+1.3
Octagon111684361.3%-2.8
Low Fence102683466.7%+8.0
Rectangle100554555.0%-5.1
Half Fence98663267.3%+2.5
Breakable Half Fence96623464.6%-4.6
Single Wall91613067.0%+5.3
Full Fence and Open85602570.6%+1.9
Breakable Full Fence82513162.2%-3.9
Open82493359.8%-4.6

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
Walls61363.0%64.7%-1.7
No walls27564.7%61.7%+3.0

Walls against open: -4.7 points (95% range -12.2 to +2.7), p 0.212 — 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

seedash (Rank 34)2026/10/041510566.7%
Monroe (Rank 34)2026/09/301310376.9%
TerryIrvin (Rank 36)2026/09/272314960.9%
BLACKSTAR (Rank 39)2026/09/2746252154.4%
Username (Rank 36)2026/09/161512380.0%
ChilePiquín (Rank 36)2026/09/06137653.9%
CMoney012 (Rank 39)2026/09/05134930.8%
VectorMan- (Rank 35)2026/09/051410471.4%
Jason_Elbow (Rank 40)2026/09/051941521.1%
Crashing_Blow2003 (Rank 30)2026/08/2838271171.0%
SFPunker (Rank 38)2026/08/26138561.5%
Nate__theRipper (Rank 39)2026/08/26168850.0%
live4eva_ (Rank 42)2026/08/231731417.6%
IphanatikI (Rank 33)2026/08/232419579.2%
KDQBushido (Rank 33)2026/08/231813572.2%
Dhezz (Rank 35)2026/08/233226681.2%
Pudding (Rank 41)2026/08/1820101050.0%
RentalAnimator (Rank 42)2026/08/1828121642.9%
llMICll (Rank 32)2026/08/031811761.1%
TTownTony (Rank 33)2026/08/03139469.2%
Nomas_Tomas (Rank 27)2026/07/281512380.0%
LeverlessisHard|Ant0 (Rank 37)2026/07/041814477.8%
KyleVF (Rank 36)2026/06/14126650.0%
own1jef123 (Rank 37)2026/06/062271531.8%
KNR (Rank 42)2026/05/15156940.0%

Round openings

Every character

Haisenchu1P1042.7%
Rensai Gakushu46PP into Rengeki Gakushu46PPP1002.6%
Fukuchougeki2P942.4%
backdash into evade down942.4%
offensive move902.3%
punchP882.3%
backdash into Shinho Suikoushu43P+K761.9%
crouch into Gyou'in Haishu3P681.7%
punchP into kickK681.7%
crouch into Fukuchougeki2P621.6%
evade up611.6%
Kouhi Tentai7K+G541.4%
Gyou'in Haishu3P531.4%
Honshin Rensenkyaku4K+G531.4%
backdash into Gen'you4K+G461.2%

701 further openings account for the other 2,791 rounds.

Shun

Career
637–363 · 63.7%
This season
564 matches · 64.4%
Peak rank
40

First hit in 56.8% of 2,171 rounds. Won 60.9% of the rounds they struck first, 57.4% of the rounds they were struck first.

Significant Tells

  • Against Sarah: moves in first in 4.8% of rounds, against 0.9% against everyone else.
  • After opening the round before by backing off: backs off first in 26.8% of rounds, against 18.0% after anything else.
  • After losing a round: waits first in 14.3% of rounds, against 5.0% after winning one.
  • When behind: waits first in 14.2% of rounds, against 6.8% when ahead or level.
  • In round 1: opens with “1P Haisenchu” in 10.5% of rounds, against 2.8% in their other rounds.
  • After losing a round: opens with “2P Fukuchougeki” in 8.2% of rounds, against 2.0% after winning one.
  • When behind: opens with “2P Fukuchougeki” in 7.8% of rounds, against 2.9% when ahead or level.

How is this tested?

Haisenchu1P1044.8%
Rensai Gakushu46PP into Rengeki Gakushu46PPP1004.6%
Fukuchougeki2P944.3%
offensive move904.1%
backdash into Shinho Suikoushu43P+K763.5%
crouch into Gyou'in Haishu3P683.1%
crouch into Fukuchougeki2P622.8%
Kouhi Tentai7K+G542.5%
Gyou'in Haishu3P532.4%
Honshin Rensenkyaku4K+G532.4%
punchP512.3%
backdash into evade down502.3%
Koushinhi4P+K+G into Koushinhi Fusshu4P+K+GP442.0%
Tenshin Souchushou6P+K432.0%
crouch into Haisenchu1P391.8%

294 further openings account for the other 1,208 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky25–11 · 69%14–2 · 88%too few to test
Akira20–11 · 65%12–9 · 57%too few to test
Dural16–15 · 52%8–5 · 62%too few to test
Kage23–6 · 79%11–4 · 73%too few to test
Sarah17–13 · 57%8–5 · 62%too few to test
Pai13–1 · 93%18–8 · 69%too few to test
Shun16–4 · 80%4–3 · 57%too few to test
Lion13–10 · 57%6–7 · 46%too few to test
Goh17–9 · 65%2–0 · 100%too few to test
El Blaze9–12 · 43%3–0 · 100%too few to test
Wolf10–8 · 56%5–4 · 56%too few to test
Brad11–10 · 52%0–2 · 0%too few to test
Lau7–8 · 47%2–2 · 50%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?

Goh

Career
431–264 · 62.0%
This season
207 matches · 61.8%
Peak rank
36

First hit in 55.8% of 790 rounds. Won 59.6% of the rounds they struck first, 55.3% of the rounds they were struck first.

Significant Tells

  • Against El Blaze: backs off first in 45.5% of rounds, against 29.2% against everyone else.
  • In round 3: opens with “2P Sune'uchi” in 6.4% of rounds, against 2.9% in their other rounds.

How is this tested?

Ni'oudaoshi3K+G394.9%
backdash into Karura4P+K374.6%
Hiji'ate6P324.0%
Sune'uchi2P303.8%
Sune'uchi2P into backdash283.5%
backdash into evade down283.5%
kickK273.4%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G232.9%
punchP into kickK222.8%
Garyu66K into Tsukikage6K151.9%
backdash into Sune Kudaki43P151.9%
Hiji'ate6P into punchP141.8%
punchP141.8%
backdash into Shouzuka Okuri1P+K131.6%
backdash into Kirin33P121.5%

165 further openings account for the other 451 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lion10–6 · 62%4–3 · 57%too few to test
El Blaze12–10 · 55%0–0 · —too few to test
Akira6–5 · 55%4–4 · 50%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?

Kage

Career
517–256 · 66.9%
This season
105 matches · 73.3%
Peak rank
38

First hit in 60.1% of 406 rounds. Won 64.8% of the rounds they struck first, 61.7% of the rounds they were struck first.

Significant Tells

  • On Octagon stages: evades first in 14.0% of rounds, against 4.8% on the other stages.

How is this tested?

backdash into Gen'you4K+G4611.3%
Ryu'eikyaku66K into forward kick6K358.6%
Senpugeri7K327.9%
Ura Tsumujigeri44K into Ryubigeri4KK225.4%
Jizuridan2P174.2%
Ryubisen44K+G into Gen'you4K+G123.0%
punchP into Sokudan1P112.7%
Rakujin Gaeri44P into Rasen4P92.2%
Jakenshou214P+K into SouhajinP+K82.0%
evade up82.0%
punchP into ResshouPP82.0%
backdash into evade down61.5%
punchP61.5%
punchP into Rasen4P61.5%
Hiji'uchi6P51.2%

99 further openings account for the other 176 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jean9–7 · 56%5–2 · 71%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?

Wolf

Career
285–159 · 64.2%
This season
47 matches · 53.2%
Peak rank
36

First hit in 57.1% of 189 rounds. Won 56.5% 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 Short Shoulder46P+K157.9%
Low Hammer2P147.4%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K105.3%
Low Hammer2P into evade up94.8%
punchP84.2%
punchP into evade up84.2%
Savate4K73.7%
backdash into Kenka Kick1K+G73.7%
Low Hammer2P into backdash52.6%
Screw Hook63214P into Screw Lariat63214PP52.6%
backdash into Body Blow6P52.6%
forward dash into throwP+G52.6%
guardG52.6%
Savate4K into kickK42.1%
backdash into Heavy Middle Kick3K+G42.1%

55 further openings account for the other 78 rounds.

El Blaze

Career
580–306 · 65.5%
This season
46 matches · 58.7%
Peak rank
38

First hit in 45.1% of 184 rounds. Won 59.0% of the rounds they struck first, 55.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sit Jab2P116.0%
backdash into Hammer Smash46P+K84.3%
up-back kick+guard7K+G into forward movement84.3%
Demon Dance9P+K into Demon's Tail9P+KK63.3%
Shadow Spear6K into forward movement63.3%
backdash into Volcano Upper4P+K63.3%
back, up-back kick+guard47K+G into forward movement52.7%
backdash into Fake Roll41236P52.7%
backdash into Shadow Strike6P52.7%
Low Drop Kick1K+G42.2%
backdash into Darkness Sword43K+G42.2%
backdash into evade down42.2%
backward movement into Shadow Strike6P42.2%
crouch into Sit Jab2P42.2%
Backswing Rocket1P+K31.6%

74 further openings account for the other 101 rounds.

Pai

Career
411–242 · 62.9%
This season
35 matches · 71.4%
Peak rank
34

First hit in 63.2% of 133 rounds. Won 67.9% of the rounds they struck first, 55.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ensei Haijinkyaku7K+G75.3%
punchP75.3%
Souka Rensui3PP into Souka Raigekishou3PPP64.5%
Soukasui3P into Souka Rensui3PP53.8%
punchP into forward dash53.8%
backdash into Honrakukyaku46K+G43.0%
backdash into Rikensui1P43.0%
backdash into evade down43.0%
down-back kick1K into kickK43.0%
punchP into Ensei Soushouheki4P43.0%
Senchuken6P32.3%
crouch into Renka Sentai2KK32.3%
evade up32.3%
kickK32.3%
Haitenkyaku7K21.5%

59 further openings account for the other 69 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 (45 here; about 2.2 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 19 tests hold up
  • Goh: 2 of 14 tests hold up
  • Kage: 1 of 12 tests hold up
  • Wolf: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Pai: not tested (too few rounds)