VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

Crawlman

Career matches2,135
Career win rate56.2%
Round win rate53.7%
Peak rank36
Distinct opponents49
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1715 #728 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

Shun362,1351,20093556.2%

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

736 of 886 rounds counted

7.5 inputs a second (452 a minute) this season. Faster than 60% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.5452736

By opponent's character

Jacky7.3440107
Pai7.4446125
Wolf7.444292
Lei Fei8.14873
Vanessa7.645868
Akira7.645660
Brad8.048160
Dural7.947247
Shun7.444449
El Blaze7.645534
Aoi7.846824
Goh7.243213
Jean7.343822
Kage7.746416
Lau8.148711
Lion8.55115

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

Jacky36201655.6%-8.8
Pai35221362.9%-0.2
Wolf30151550.0%-2.5
Lei Fei1861233.3%-15.7
Vanessa1610662.5%-2.1
Akira1510566.7%+11.1
Brad159660.0%+10.8
Dural127558.3%+11.0
Shun126650.0%-7.6
El Blaze97277.8%+8.6
Aoi74357.1%+7.6
Goh770100.0%+16.0
Jean660100.0%+7.8
Kage53260.0%-5.6
Lau32166.7%-13.4
Lion110100.0%+73.0

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

Rectangle30151550.0%-13.1
Full Fence26131350.0%-13.0
Half Fence25121348.0%-15.6
Low Fence2516964.0%+6.5
Breakable Half Fence2213959.1%+4.7
Open2218481.8%+33.5
Single Wall2112957.1%-8.0
Breakable Full Fence2014670.0%+16.0
Octagon1813572.2%+2.9
Full Fence and Open146842.9%-12.4

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14156.7%60.7%-3.9
No walls6867.6%58.0%+9.7

Walls against open: -13.6 points (95% range -27.1 to -0.1), p 0.048 — a difference this size is unlikely to be chance.

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

ShinAssassin669 (Rank 37)2026/10/1532166.7%
NoOneSpecific (Rank 32)2026/10/1564266.7%
ulilb1ckard (Rank 26)2026/10/1564266.7%
leefung._ (Rank 34)2026/10/1532166.7%
itrap (Rank 31)2026/10/1531233.3%
legendaryhero (Rank 32)2026/10/1174357.1%
brucethebeast (Rank 37)2026/09/2763350.0%
seedash (Rank 32)2026/09/271910952.6%
無謀 (Rank 38)2026/09/2763350.0%
Da-Goat-Pawn (Rank 32)2026/09/27107370.0%
KingSeti88 (Rank 34)2026/08/3131233.3%
llMICll (Rank 33)2026/08/311310376.9%
ぁ     やごろ (Rank 36)2026/08/3131233.3%
KrsJin (Rank 33)2026/08/30168850.0%
SC1_Signia (Rank 37)2026/07/3132166.7%
ChilePiquín (Rank 35)2026/07/31149564.3%
ttacoguyy (Rank 31)2026/06/1331233.3%
n.fangy (Rank 36)2026/06/1394544.4%
interceptor (Rank 33)2026/06/10104640.0%
Yogsothoth2099 (Rank 13)2026/05/22440100.0%
Kruza (Rank 34)2026/05/2274357.1%
K1B1ast1 (Rank 36)2026/05/2251420.0%
SFPunker (Rank 33)2026/03/31440100.0%
vf5sega (Rank 35)2026/03/311751229.4%
Hamlet12345 (Rank 23)2026/03/2743175.0%

Round openings

Shun

Career
1,200–935 · 56.2%
This season
227 matches · 59.5%
Peak rank
36

First hit in 50.1% of 751 rounds. Won 55.3% of the rounds they struck first, 51.5% of the rounds they were struck first.

Significant Tells

  • In round 2: moves in first in 7.3% of rounds, against 3.7% in their other rounds.
  • In round 1: opens with “P punch into 4K Gyoushin Suitai” in 15.5% of rounds, against 4.8% in their other rounds.
  • After opening the round before with “4K+G Honshin Rensenkyaku”: opens with “crouch into 1PK Haisenchu Kaikakyaku” in 17.0% of rounds, against 3.3% after anything else.
  • After winning a round: opens with “4K+G Honshin Rensenkyaku” in 25.3% of rounds, against 1.5% after losing one.
  • When ahead: opens with “4K+G Honshin Rensenkyaku” in 20.6% of rounds, against 9.2% when level or behind.
  • On 10+ drinks: opens with “4K+G Honshin Rensenkyaku” in 28.5% of rounds, against 9.0% on other drink counts.

How is this tested?

Honshin Rensenkyaku4K+G7810.3%
crouch into Haisenchu1P7610.1%
punchP into Gyoushin Suitai4K577.5%
Gyou'in Haishu3P374.9%
crouch into Haisenchu Kaikakyaku1PK334.4%
Gyou'in Haishu3P into guardG293.8%
crouch into Fukuchougeki2P293.8%
crouch into Gyou'in Haishu3P202.6%
backward movement into Kasen Chugeki6P182.4%
backdash into offensive move172.2%
punchP162.1%
Koushinhi4P+K+G131.7%
crouch dash forward into throwP+G111.5%
offensive move111.5%
punchP into Tenshin Haishu4P101.3%

140 further openings account for the other 301 rounds.

Counted from 194 of the 227 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
Jacky9–9 · 50%8–2 · 80%too few to test
Pai16–8 · 67%4–4 · 50%too few to test
Wolf6–14 · 30%8–1 · 89%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.

33 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 (17 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: 6 of 17 tests hold up