VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Shun

uttii-23

Career matches4,139
Career win rate52.6%
Round win rate49.7%
Peak rank40
Distinct opponents160
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1780 #446 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

Shun404,1392,1761,96352.6%

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

1,242 of 1,556 rounds counted

10.4 inputs a second (626 a minute) this season. Faster than 97% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun10.46261,242

By opponent's character

Jacky10.562993
Akira10.864597
Lau10.764175
Vanessa9.758473
Kage10.1605101
Aoi11.166861
Lion10.563170
Wolf10.663683
Goh10.764095
Sarah10.562868
Shun10.763972
Jeffry10.261167
Brad10.462462
Pai10.864762
El Blaze9.557354
Jean10.562843
Lei Fei10.059832
Taka10.361618
Eileen9.657712
Dural9.35604

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

Jacky35221362.9%+8.5
Akira27121544.4%-4.2
Lau27111640.7%-10.2
Vanessa27121544.4%+1.9
Kage26141253.9%+4.2
Aoi2418675.0%+21.4
Lion24111345.8%-7.5
Wolf2415962.5%+9.2
Goh2314960.9%+9.8
Sarah23111247.8%-5.9
Shun23111247.8%-0.4
Jeffry2181338.1%-12.9
Brad2071335.0%-14.5
Pai1714382.3%+27.9
El Blaze145935.7%-22.0
Jean145935.7%-17.1
Lei Fei92722.2%-25.6
Taka96366.7%+17.8
Eileen32166.7%+24.7
Dural1010.0%-54.5

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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 Fence46212545.6%-3.9
Octagon46242252.2%-0.6
Half Fence43251858.1%+8.4
Rectangle43192444.2%-8.2
Single Wall39201951.3%-3.2
Breakable Full Fence38162242.1%-7.2
Breakable Half Fence37241364.9%+13.5
Low Fence35211460.0%+8.8
Open34181652.9%+5.4
Full Fence and Open1881044.4%-10.7

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
Walls25351.0%50.9%+0.1
No walls10854.6%51.5%+3.1

Walls against open: -3.0 points (95% range -14.3 to +8.4), p 0.606 — 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

LEO (Rank 37)2026/10/1853260.0%
ピロオ3 (Rank 42)2026/10/1752340.0%
寿司眼鉄 (Rank 38)2026/10/1285362.5%
ゲッパー (Rank 38)2026/10/1261516.7%
manatsu_7 (Rank 42)2026/10/1162433.3%
くりたろう (Rank 39)2026/10/1165183.3%
Nkun2026 (Rank 41)2026/10/1151420.0%
究極無敵 (Rank 38)2026/10/1086275.0%
のみ (Rank 36)2026/10/0453260.0%
陰キャチー牛くそメガ (Rank 42)2026/09/2942250.0%
Umemon2026 (Rank 38)2026/09/271411378.6%
ピーエス (Rank 39)2026/09/2276185.7%
こまがわ (Rank 39)2026/09/1473442.9%
ctraum (Rank 39)2026/09/1353260.0%
えなお (Rank 37)2026/09/1043175.0%
Aldric (Rank 37)2026/09/06440100.0%
타우끼/taukee (Rank 37)2026/08/3054180.0%
フェイスレス (Rank 40)2026/08/2753260.0%
hatarakedo_tagayasedo... (Rank 42)2026/08/2351420.0%
Fibonacci (Rank 41)2026/08/2251420.0%
cyomiko (Rank 40)2026/07/3061516.7%
俺様バーンズ (Rank 35)2026/07/2742250.0%
かえる (Rank 36)2026/06/0843175.0%
muumuu (Rank 39)2026/06/07104640.0%
ハティーン (Rank 39)2026/05/2495455.6%

Round openings

Shun

Career
2,176–1,963 · 52.6%
This season
391 matches · 51.1%
Peak rank
40

First hit in 54.4% of 1,363 rounds. Won 53.9% of the rounds they struck first, 45.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 43.5% of rounds, against 14.8% in their other rounds.
  • Against Shun: attacks straight away in 25.7% of rounds, against 9.1% against everyone else.
  • On Rectangle stages: waits first in 33.8% of rounds, against 20.6% on the other stages.
  • After opening the round before by waiting: backs off first in 55.2% of rounds, against 44.0% after anything else.
  • After winning a round: moves in first in 38.7% of rounds, against 12.4% after losing one.
  • When ahead: moves in first in 38.1% of rounds, against 18.1% when level or behind.
  • On 10–14 drinks: moves in first in 41.1% of rounds, against 23.2% on other drink counts.
  • In round 1: opens with “crouch into 3K+G Senpu Soutai” in 20.9% of rounds, against 6.7% in their other rounds.
  • Against Jean: opens with “backdash into 6P+K+G Kasen Gyou'in” in 21.3% of rounds, against 7.5% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 25.0% of rounds, against 11.1% after anything else.
  • After losing a round: opens with “crouch into 3K+G Senpu Soutai” in 10.3% of rounds, against 3.2% after winning one.
  • When behind: opens with “crouch into 3K+G Senpu Soutai” in 9.8% of rounds, against 5.0% when ahead or level.
  • On 5–9 drinks: opens with “backdash into evade up” in 34.1% of rounds, against 9.1% on other drink counts.

How is this tested?

crouch into Haisenchu1P14710.7%
crouch into Senpu Soutai3K+G14110.3%
backdash into evade up13910.2%
backdash into Kasen Gyou'in6P+K+G1098.0%
backdash into evade down866.3%
crouch dash forward into guardG785.7%
crouch dash forward into punchP614.5%
backdash into Haisenchu1P533.9%
crouch dash forward into Fukuchougeki2P382.8%
backdash into throwP+G342.5%
crouch dash forward into Gyou'in Haishu3P342.5%
Toukyaku6K+G312.3%
crouch dash forward into evade down251.8%
crouch dash forward into Kasen Zenbokushou6PP211.5%
backdash into Rengeki Gakushu46PPP191.4%

101 further openings account for the other 354 rounds.

Counted from 345 of the 391 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
Jacky15–3 · 83%6–5 · 55%too few to test
Lau6–8 · 43%4–7 · 36%too few to test
Vanessa5–11 · 31%6–3 · 67%too few to test
Kage13–7 · 65%0–0 · —too few to test
Wolf7–6 · 54%6–3 · 67%too few to test
Akira6–8 · 43%3–2 · 60%too few to test
Aoi10–3 · 77%6–3 · 67%too few to test
Sarah9–8 · 53%0–3 · 0%too few to test
Jeffry2–10 · 17%4–3 · 57%too few to test
Goh7–6 · 54%3–2 · 60%too few to test
Lion4–6 · 40%5–1 · 83%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.

46 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?

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 (18 here; about 0.9 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: 13 of 18 tests hold up