VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

klkun

Career matches10,368
Career win rate53.1%
Round win rate50.9%
Peak rank42
Distinct opponents259
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1894 #149 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

Shun4210,3685,5044,86453.1%

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

5,786 of 5,867 rounds counted

7.3 inputs a second (438 a minute) this season. Faster than 54% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.34385,786

By opponent's character

Akira7.4443916
Jacky7.4441562
Lau7.5450502
Brad7.3436417
Kage7.4446420
Pai7.4443393
Lion7.3438313
Wolf7.1428322
Aoi7.2433306
Vanessa7.1426249
Shun7.5448215
Lei Fei6.9417207
Taka7.3441185
Jean7.3436179
El Blaze7.1424155
Goh7.3436152
Sarah7.3437120
Jeffry7.2434107
Eileen7.142456
Dural6.538810

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

Akira23713010754.9%-1.6
Jacky144707448.6%-1.3
Lau130745656.9%+4.7
Brad107594855.1%+6.8
Kage107495845.8%-4.8
Pai100564456.0%+1.9
Lion82334940.2%-10.4
Wolf77433455.8%-2.6
Aoi76423455.3%+1.5
Vanessa67442365.7%+8.2
Shun56292751.8%-2.6
Lei Fei52331963.5%+7.5
Taka48222645.8%-9.4
Jean44311370.5%+15.8
El Blaze39221756.4%+1.1
Goh38182047.4%-1.5
Sarah32201262.5%+6.7
Jeffry27121544.4%-13.9
Eileen145935.7%-18.6
Dural3030.0%-41.8

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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 Fence175918452.0%-1.6
Octagon175908551.4%-2.9
Breakable Full Fence162837951.2%-3.2
Half Fence151866557.0%+2.7
Low Fence144737150.7%-3.6
Open141855660.3%+7.2
Rectangle138706850.7%-1.7
Breakable Half Fence135746154.8%+1.7
Single Wall133745955.6%+2.3
Full Fence and Open58273146.5%-4.3

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
Walls93652.8%53.6%-0.8
No walls41855.5%53.8%+1.7

Walls against open: -2.6 points (95% range -8.5 to +3.4), p 0.396 — 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

STAGEW(ON)@스테이지원 (Rank 41)2026/10/1374452960.8%
위스키라벨앞에음주경고라니. (Rank 39)2026/10/051913668.4%
Choi_Akira (Rank 39)2026/10/0442271564.3%
こば次狼/covajiro (Rank 44)2026/10/02158753.3%
ひらがなであおき (Rank 42)2026/10/02157846.7%
VF12360-PC (Rank 38)2026/09/302016480.0%
まっきー氏 (Rank 38)2026/09/3031191261.3%
ハマラウ (Rank 43)2026/09/1724121250.0%
黒幕 (Rank 41)2026/09/141771041.2%
マハリータまるこ (Rank 40)2026/09/1147222546.8%
でんでんでん123X (Rank 38)2026/09/1127161159.3%
愛蒔らぶり (Rank 41)2026/09/071811761.1%
jijitax4 (Rank 38)2026/08/312012860.0%
しょべるん (Rank 38)2026/08/31189950.0%
トーマス軍団残党K (Rank 40)2026/08/241611568.8%
P式截拳道こくとう (Rank 39)2026/08/201761135.3%
ふかふか (Rank 38)2026/08/181714382.3%
lesser-pram7 (Rank 41)2026/08/181713476.5%
uomofastidioso (Rank 39)2026/08/182091145.0%
じゃんぬ兄(公認) (Rank 38)2026/08/181614287.5%
manatsu_7 (Rank 41)2026/07/1929111837.9%
no-0809 (Rank 38)2026/07/1928171160.7%
ラーメソマソ (Rank 38)2026/07/041621412.5%
コンパウンドV (Rank 42)2026/06/071912763.2%
lapislazuli (Rank 36)2026/06/051611568.8%

Round openings

Shun

Career
5,504–4,864 · 53.1%
This season
1,480 matches · 53.5%
Peak rank
42

First hit in 48.2% of 5,715 rounds. Won 53.5% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 37.6% of rounds, against 18.7% in their other rounds.
  • Against Shun: evades first in 14.0% of rounds, against 1.2% against everyone else.
  • On Rectangle stages: moves in first in 33.7% of rounds, against 19.5% on the other stages.
  • After opening the round before by moving in: moves in first in 38.3% of rounds, against 22.9% after anything else.
  • After winning a round: attacks straight away in 22.4% of rounds, against 15.1% after losing one.
  • When ahead: attacks straight away in 24.4% of rounds, against 15.2% when level or behind.
  • On 1–4 drinks: backs off first in 61.7% of rounds, against 50.5% on other drink counts.
  • In round 1: opens with “1K+G Tenshin Kashitai” in 9.9% of rounds, against 1.4% in their other rounds.
  • Against El Blaze: opens with “backdash into 4P+K+G Koushinhi” in 21.9% of rounds, against 6.8% against everyone else.
  • On Open stages: opens with “backdash into 4P+K+G Koushinhi” in 10.5% of rounds, against 6.6% on the other stages.
  • After opening the round before with “backdash into 4P+K+G Koushinhi”: opens with “backdash into 4P+K+G Koushinhi” in 14.3% of rounds, against 5.4% after anything else.
  • After losing a round: opens with “backdash into evade up” in 8.2% of rounds, against 3.8% after winning one.
  • When the score is level: opens with “backdash into 4P+K+G Koushinhi” in 9.2% of rounds, against 5.2% when ahead or behind.
  • On no drinks: opens with “backdash into evade down” in 5.3% of rounds, against 1.8% on other drink counts.

How is this tested?

backdash into Koushinhi4P+K+G4127.2%
backdash into evade up3325.8%
Tenshin Kashitai1K+G2063.6%
backdash into evade down1993.5%
Haisenchu1P1913.3%
Getsuga Gakushu46P into Rensai Gakushu46PP1903.3%
backdash into Fukuchougeki2P1883.3%
backdash into Gyou'in Haishu3P1803.1%
Tenshin Benshu4P+K into throwP+G1783.1%
backdash into offensive move1632.8%
backdash into Kasen Gyou'in6P+K+G1542.7%
crouch dash forward into Gyou'in Haishu3P1442.5%
offensive move1262.2%
crouch dash forward into guardG961.7%
forward dash into Gyou'in Haishu3P921.6%

360 further openings account for the other 2,893 rounds.

Counted from 1,448 of the 1,480 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
Akira88–70 · 56%34–19 · 64%-8.0
Jacky37–44 · 46%22–17 · 56%-8.9
Lau34–30 · 53%26–23 · 53%-1.7
Kage31–40 · 44%11–17 · 39%too few to test
Brad34–27 · 56%18–16 · 53%+2.2
Pai45–29 · 61%6–12 · 33%too few to test
Wolf28–22 · 56%12–8 · 60%too few to test
Aoi27–26 · 51%11–8 · 58%too few to test
Lion18–26 · 41%10–10 · 50%too few to test
Vanessa29–15 · 66%13–7 · 65%too few to test
Shun13–21 · 38%14–4 · 78%too few to test
Lei Fei20–14 · 59%10–3 · 77%too few to test
Taka16–14 · 53%2–10 · 17%too few to test
Jean14–9 · 61%13–3 · 81%too few to test
El Blaze17–8 · 68%4–5 · 44%too few to test
Goh6–10 · 38%10–10 · 50%too few to test
Sarah13–10 · 57%6–2 · 75%too few to test
Jeffry7–7 · 50%5–7 · 42%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.

32 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 (19 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: 14 of 19 tests hold up