VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

獣王(設定2)

Career matches14,504
Career win rate46.5%
Round win rate46.4%
Peak rank33
Distinct opponents612
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1570 #1,544 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

Shun3314,5046,7417,76346.5%

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

7,316 of 9,135 rounds counted

7.2 inputs a second (430 a minute) this season. Faster than 50% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.24307,316

By opponent's character

Akira7.2430976
Jacky7.5448878
Wolf7.1428667
Jeffry7.0422473
Pai7.3440472
Lau7.4442393
Kage7.0422365
Sarah7.2429375
Goh7.2431320
Aoi7.2430301
Shun7.0421316
Brad7.2432270
Jean7.0417265
Lion7.3438247
Vanessa7.0423176
Lei Fei6.9414290
El Blaze7.1425228
Eileen7.0421100
Taka7.0417114
Dural7.243390

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

Akira29314814550.5%+4.8
Jacky24812012848.4%+3.1
Wolf2189412443.1%-4.6
Jeffry1695611333.1%-14.3
Pai151767550.3%+3.3
Lau131537840.5%-1.0
Kage130597145.4%+1.8
Sarah110575351.8%+2.8
Goh103475645.6%-1.0
Aoi96465047.9%+4.2
Shun95514453.7%+8.2
Brad84335139.3%-5.8
Jean82354742.7%+0.2
Lion76383850.0%+3.1
Vanessa76423455.3%+8.4
Lei Fei75235230.7%-11.9
El Blaze71393254.9%+8.1
Eileen3592625.7%-17.1
Taka35122334.3%-11.3
Dural30151550.0%+7.8

1 of 20 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 20 questions at once; about 1.0 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 Fence24611712947.6%+4.1
Low Fence23811412447.9%+2.0
Rectangle23610413244.1%-1.5
Breakable Full Fence23310013342.9%-3.2
Single Wall22610312345.6%+0.1
Half Fence2259812743.6%-3.3
Open22512010553.3%+7.9
Breakable Half Fence2219412742.5%-1.8
Octagon2189612244.0%-2.9
Full Fence and Open116546246.5%-0.7

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
Walls1,37944.2%45.4%-1.2
No walls68948.9%45.9%+3.0

Walls against open: -4.2 points (95% range -8.8 to +0.4), p 0.072 — 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

さざび (Rank 29)2026/10/18118372.7%
はげまん (Rank 29)2026/10/18127558.3%
misoazy (Rank 28)2026/10/181310376.9%
LEO (Rank 30)2026/10/13147750.0%
ninoplays (Rank 30)2026/10/13136746.1%
ER_higante (Rank 30)2026/10/13147750.0%
aona (Rank 34)2026/10/12124833.3%
simusimu500 (Rank 31)2026/10/12115645.5%
markey39 (Rank 30)2026/10/09138561.5%
tamaneen (Rank 31)2026/09/28123925.0%
鳩男 (Rank 31)2026/09/242161528.6%
orz (Rank 31)2026/09/2435211460.0%
gimoring (Rank 30)2026/09/24137653.9%
黒シャツ (Rank 33)2026/09/222461825.0%
ふぇに (Rank 33)2026/09/14124833.3%
CELIS (Rank 28)2026/09/13128466.7%
アセスルファムK (Rank 32)2026/09/11124833.3%
カミナリおやじ (Rank 29)2026/09/11136746.1%
Nn_nekosuke (Rank 28)2026/09/06145935.7%
waruho (Rank 27)2026/09/06117463.6%
culis (Rank 30)2026/08/021871138.9%
HB (Rank 30)2026/08/0226111542.3%
maripon (Rank 32)2026/07/261981142.1%
shogun-iwaki (Rank 30)2026/06/2126111542.3%
akizuki-type-t (Rank 27)2026/05/111411378.6%

Round openings

Shun

Career
6,741–7,763 · 46.5%
This season
2,308 matches · 45.6%
Peak rank
33

First hit in 55.1% of 8,297 rounds. Won 49.5% of the rounds they struck first, 42.8% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 10.0% of rounds, against 2.9% in their other rounds.
  • Against Jacky: backs off first in 28.6% of rounds, against 18.1% against everyone else.
  • On Breakable Half Fence stages: backs off first in 22.8% of rounds, against 19.0% on the other stages.
  • After opening the round before by waiting: backs off first in 19.7% of rounds, against 15.7% after anything else.
  • After the opponent opened the round before by attacking: attacks straight away in 24.2% of rounds, against 21.5% after anything else.
  • After losing a round: waits first in 45.2% of rounds, against 24.4% after winning one.
  • When behind: waits first in 42.5% of rounds, against 28.8% when ahead or level.
  • On 5–9 drinks: waits first in 43.8% of rounds, against 34.4% on other drink counts.
  • After being hit first in the round before: waits first in 37.7% of rounds, against 33.8% after landing the first hit.
  • In round 4 or later: opens with “forward movement into PP Rengeki” in 13.8% of rounds, against 6.5% in their other rounds.
  • Against Lei Fei: opens with “6P+K Tenshin Souchushou” in 13.2% of rounds, against 4.5% against everyone else.
  • After opening the round before with “crouch into 1P Haisenchu”: opens with “forward movement into PP Rengeki” in 13.4% of rounds, against 10.4% after anything else.
  • After losing a round: opens with “crouch into 1P Haisenchu” in 28.5% of rounds, against 6.7% after winning one.
  • When behind: opens with “crouch into 1P Haisenchu” in 26.2% of rounds, against 11.9% when ahead or level.
  • On 15–19 drinks: opens with “6P+K Tenshin Souchushou” in 11.1% of rounds, against 5.3% on other drink counts.

How is this tested?

crouch into Haisenchu1P1,35316.2%
forward movement into RengekiPP6918.3%
Tenshin Souchushou6P+K4014.8%
crouch into Gyou'in Haishu3P3834.6%
forward movement into punchP3704.4%
offensive move into guardG2963.5%
backdash into Dokuritsu Kanpai46P+K2252.7%
guardG into Tenshin Souchushou6P+K2082.5%
guardG1882.2%
backdash into Kasen Gyou'in6P+K+G1742.1%
backdash into evade up1732.1%
backdash into throwP+G1511.8%
backward movement into Kasen Chugeki6P1491.8%
punchP into RengekiPP1361.6%
backdash into guardG1011.2%

339 further openings account for the other 3,342 rounds.

Counted from 2,101 of the 2,308 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
Akira77–74 · 51%44–44 · 50%-1.0
Jacky64–71 · 47%31–20 · 61%-13.4
Wolf54–73 · 43%29–28 · 51%-6.4
Jeffry33–64 · 34%12–28 · 30%+4.8
Pai44–40 · 52%19–20 · 49%+4.8
Kage37–45 · 45%13–16 · 45%too few to test
Sarah34–30 · 53%18–16 · 53%-3.6
Lau19–38 · 33%19–20 · 49%-10.9
Goh24–38 · 39%13–6 · 68%too few to test
Aoi26–27 · 49%16–18 · 47%+3.0
Shun25–27 · 48%15–11 · 58%too few to test
Jean24–30 · 44%9–14 · 39%too few to test
Brad10–28 · 26%14–15 · 48%too few to test
Vanessa19–17 · 53%18–17 · 51%+4.8
Lei Fei12–33 · 27%7–13 · 35%too few to test
El Blaze16–15 · 52%11–11 · 50%too few to test
Lion20–23 · 47%9–9 · 50%too few to test
Taka5–11 · 31%3–5 · 38%too few to test
Dural7–11 · 39%7–4 · 64%too few to test
Eileen3–15 · 17%2–1 · 67%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

207 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 (20 here; about 1.0 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: 15 of 20 tests hold up