VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

acafelaVenti

Career matches485
Career win rate58.6%
Round win rate53.7%
Peak rank33
Distinct opponents23
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1670 #950 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

Shun3347927920058.2%
Kage—65183.3%

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

231 of 231 rounds counted

8.2 inputs a second (494 a minute) this season. Faster than 76% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun8.2494231

By opponent's character

Akira8.651664
Aoi8.551023
Brad8.249424
Jean8.550921
Kage8.249417
Dural7.746411
Jeffry8.551210
Lei Fei7.745912
Wolf8.048111
Jacky8.45028
Lion7.34387
Taka7.94738
El Blaze7.54535
Lau6.33793
Pai7.64593
Shun8.24934

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

Akira179852.9%-2.0
Aoi52340.0%-21.2
Brad54180.0%+23.3
Jean54180.0%+31.1
Kage4040.0%-35.4
Dural31233.3%-16.6
Jeffry32166.7%+0.4
Lei Fei32166.7%+27.2
Wolf32166.7%-4.2
Jacky220100.0%+28.9
Lion2020.0%-59.4
Taka21150.0%-12.2
El Blaze110100.0%+34.1
Lau110100.0%+42.0
Pai1010.0%-54.4
Shun110100.0%+47.4

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

Rectangle124833.3%-27.3
Breakable Half Fence74357.1%+10.7
Open73442.9%-12.5
Single Wall54180.0%+22.6
Breakable Full Fence42250.0%-7.6
Half Fence43175.0%+21.6
Low Fence42250.0%-11.4
Octagon440100.0%+42.2
Full Fence330100.0%+53.5
Full Fence and Open31233.3%-21.2

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
Walls3458.8%53.9%+4.9
No walls1656.2%57.3%-1.0

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

suconyanzu (Rank 30)2026/09/1532166.7%
B軍団 (Rank 36)2026/09/15220100.0%
three-nain39 (Rank 33)2026/09/1553260.0%
Varsity0326 (Rank 28)2026/09/15220100.0%
zephyr_dural (Rank 32)2026/09/15110100.0%
ShowAI (Rank 30)2026/09/0632166.7%
kagemaru1 (Rank 33)2026/09/061010.0%
jottolee (Rank 34)2026/09/062020.0%
zaduhkj (Rank 34)2026/09/03220100.0%
maruneru-_-khs (Rank 32)2026/09/0332166.7%
구닥스트렌져 (Rank 36)2026/09/0332166.7%
滝太郎(Takitarou) (Rank 30)2026/09/031010.0%
ヘニオ (Rank 34)2026/09/0332166.7%
wildguy177 (Rank 32)2026/09/0354180.0%
hihoyoho (Rank 32)2026/09/0372528.6%
무파ZeroBlue (Rank 34)2026/09/0331233.3%
Mochi/かしわもち (Rank 40)2026/09/032020.0%
Masquenada (Rank 32)2026/07/26110100.0%
JOHNFLOE (Rank 29)2026/07/26110100.0%
おこげ (Rank 35)2026/06/282020.0%
カミナリおやじ (Rank 31)2026/06/28110100.0%
bakureturanbu (Rank 31)2026/05/262020.0%
champion-244 (Rank 27)2026/05/2632166.7%

Round openings

Shun

Career
279–200 · 58.2%
This season
58 matches · 55.2%
Peak rank
33

First hit in 51.1% of 231 rounds. Won 61.0% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyou'in Haishu3P2611.3%
backdash into evade up114.8%
Haisenchu1P104.3%
Getsuga Gakushu46P into Rensai Gakushu46PP73.0%
Tenshin Haishu4P62.6%
Tenshin Souchushou6P+K62.6%
backdash into Rensai Gakushu46PP62.6%
backdash into evade down62.6%
Rensai Gakushu46PP into Rengeki Gakushu46PPP52.2%
backdash into punchP52.2%
Haisenchu1P into guardG41.7%
backdash into offensive move41.7%
backward movement into Kasen Chugeki6P41.7%
crouch dash forward into Gyou'in Haishu3P41.7%
forward dash into Tenshin Benshu4P+K41.7%

86 further openings account for the other 123 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)