VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

伊藤カイジ系【智也】

Career matches3,958
Career win rate52.8%
Round win rate49.3%
Peak rank42
Distinct opponents128
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1885 #170 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

Shun423,9582,0901,86852.8%

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

1,889 of 2,397 rounds counted

6.5 inputs a second (387 a minute) this season. Faster than 30% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun6.53871,889

By opponent's character

Jacky6.4384262
Kage6.4384160
Vanessa6.3376168
Akira6.8406167
Lau6.2373162
Goh6.1364153
Lion6.8409149
Brad6.2375118
Shun6.337794
Aoi7.142899
Jeffry6.337624
Pai6.840986
El Blaze6.338044
Lei Fei6.035744
Sarah6.538748
Jean6.338133
Wolf6.941631
Eileen6.739923
Taka6.337824

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

Jacky98494950.0%+3.5
Kage53292454.7%+0.9
Vanessa51203139.2%-7.7
Akira48262254.2%+9.1
Lau47232448.9%+1.1
Goh41182343.9%-6.8
Lion36162044.4%+1.6
Brad35231265.7%+13.2
Shun33102330.3%-11.7
Aoi28141450.0%-5.8
Jeffry27151255.6%+4.6
Pai23131056.5%+1.4
El Blaze189950.0%+4.5
Lei Fei1871138.9%-11.1
Sarah1711664.7%+13.0
Jean104640.0%-18.8
Wolf105550.0%-1.4
Eileen62433.3%-20.1
Taka62433.3%-10.7

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 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

Breakable Half Fence72423058.3%+8.4
Rectangle70294141.4%-8.4
Half Fence67333449.2%+2.0
Low Fence65254038.5%-10.6
Octagon64283643.8%-3.6
Full Fence58283048.3%-1.4
Open57302752.6%+1.3
Breakable Full Fence49242549.0%-5.4
Single Wall45222348.9%+1.4
Full Fence and Open2415962.5%+16.7

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
Walls38048.4%49.5%-1.0
No walls16746.1%49.0%-2.9

Walls against open: +1.9 points (95% range -7.1 to +10.9), p 0.683 — 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

Mochi/かしわもち (Rank 38)2026/10/161610662.5%
manatsu_7 (Rank 43)2026/10/14131127.7%
おろち ぽっぽ (Rank 42)2026/10/141551033.3%
ハマラウ (Rank 41)2026/10/141651131.2%
おさげ (Rank 42)2026/10/14168850.0%
くりたろう (Rank 38)2026/09/252013765.0%
ジンベエ (Rank 38)2026/09/251310376.9%
マハリータまるこ (Rank 38)2026/09/2483537.5%
マサオ(AO) (Rank 40)2026/09/24169756.2%
jean (Rank 42)2026/09/2481712.5%
究極無敵 (Rank 38)2026/09/1796366.7%
ankocat2 (Rank 39)2026/09/1729171258.6%
ドナドナ7 (Rank 40)2026/09/1784450.0%
ビルちゃん (Rank 38)2026/09/1773442.9%
Tokkovanessa_VF (Rank 42)2026/09/10136746.1%
P式截拳道こくとう (Rank 41)2026/09/1084450.0%
指無しライダー (Rank 42)2026/09/1093633.3%
あむざん (Rank 43)2026/09/09114736.4%
★闘将拉麵男★ (Rank 38)2026/09/091512380.0%
藪からBOY (Rank 42)2026/09/042051525.0%
ひじひじくん (Rank 42)2026/09/032171433.3%
<ㅑㅇ~<ㅑㅇ~<ㅑJ (Rank 41)2026/09/0392722.2%
テクノモデル (Rank 35)2026/05/2998188.9%
banjar (Rank 39)2026/05/29117463.6%
Drum'S子 (Rank 37)2026/05/2873442.9%

Round openings

Shun

Career
2,090–1,868 · 52.8%
This season
605 matches · 48.9%
Peak rank
42

First hit in 55.3% of 2,242 rounds. Won 53.0% of the rounds they struck first, 44.7% of the rounds they were struck first.

Significant Tells

  • Against Shun: evades first in 5.4% of rounds, against 1.7% against everyone else.
  • After opening the round before by backing off: backs off first in 50.9% of rounds, against 38.1% after anything else.
  • After losing a round: attacks straight away in 44.8% of rounds, against 31.0% after winning one.
  • When behind: attacks straight away in 48.2% of rounds, against 32.9% when ahead or level.
  • In round 2: opens with “backdash into 6P+K+G Kasen Gyou'in” in 8.2% of rounds, against 5.0% in their other rounds.
  • Against Jeffry: opens with “backdash into offensive move” in 13.3% of rounds, against 5.6% against everyone else.
  • After opening the round before with “backdash into evade down”: opens with “backdash into evade down” in 14.8% of rounds, against 4.6% after anything else.
  • After losing a round: opens with “2P Fukuchougeki” in 8.1% of rounds, against 2.5% after winning one.
  • When behind: opens with “2P Fukuchougeki” in 8.8% of rounds, against 3.2% when ahead or level.
  • On 5–9 drinks: opens with “backdash into 6P+K+G Kasen Gyou'in” in 11.3% of rounds, against 4.9% on other drink counts.

How is this tested?

backdash into offensive move1356.0%
backdash into evade up1325.9%
backdash into Kasen Gyou'in6P+K+G1305.8%
backdash into evade down1195.3%
Fukuchougeki2P1114.9%
Gyou'in Haishu3P into forward dash853.8%
backdash into throwP+G813.6%
backdash into Getsuga Gakushu46P703.1%
Haisenchu1P662.9%
Gyou'in Haishu3P into guardG632.8%
Haisenchu1P into guardG572.5%
backdash into Gyou'in Haishu3P492.2%
crouch into Fukuchougeki2P431.9%
backdash into Tenshin Haishu4P391.7%
Rensai Gakushu46PP into Rengeki Gakushu46PPP381.7%

208 further openings account for the other 1,032 rounds.

Counted from 565 of the 605 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
Jacky31–26 · 54%13–15 · 46%too few to test
Vanessa9–18 · 33%8–8 · 50%too few to test
Akira14–13 · 52%5–7 · 42%too few to test
Goh10–16 · 38%6–6 · 50%too few to test
Kage11–13 · 46%8–6 · 57%too few to test
Lion10–16 · 38%4–3 · 57%too few to test
Lau18–9 · 67%0–5 · 0%too few to test
Shun4–13 · 24%4–9 · 31%too few to test
Brad14–8 · 64%4–2 · 67%too few to test
Aoi7–8 · 47%5–5 · 50%too few to test
Jeffry12–11 · 52%0–1 · 0%too few to test
Pai7–6 · 54%6–4 · 60%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.

40 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: 10 of 19 tests hold up