VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

ぁ     やごろ

Career matches6,062
Career win rate50.5%
Round win rate48.5%
Peak rank38
Distinct opponents315
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1580 #1,487 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

Shun386,0623,0603,00250.5%

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

4,523 of 5,945 rounds counted

9.2 inputs a second (554 a minute) this season. Faster than 89% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun9.25544,523

By opponent's character

Akira9.3557601
Jacky9.5569494
Jeffry9.5568238
Lau9.3560326
Lion9.4562297
Kage8.7524288
Aoi9.2555217
Shun9.3557268
Wolf9.8590188
Goh9.3561186
Sarah9.0539185
Brad8.9537183
Jean9.1544217
Lei Fei8.9534215
Pai9.2551175
El Blaze9.5570109
Vanessa8.852783
Taka8.8525125
Dural9.557089
Eileen8.349739

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

Akira194989650.5%+3.1
Jacky164768846.3%-2.8
Jeffry106535350.0%-1.2
Lau101524951.5%+3.2
Lion100475347.0%+2.4
Kage82305236.6%-7.8
Aoi75423356.0%+13.4
Shun73324143.8%+2.8
Wolf73353848.0%-2.1
Goh69204929.0%-18.5
Sarah66333350.0%+1.2
Brad64343053.1%+4.6
Jean57302752.6%+5.2
Lei Fei57253243.9%+3.3
Pai55193634.5%-13.1
El Blaze36152141.7%-13.7
Vanessa35132237.1%-8.1
Taka34211361.8%+15.9
Dural27151255.6%+6.9
Eileen169756.2%+12.8

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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 Fence176819546.0%-1.4
Breakable Half Fence168789046.4%+0.9
Breakable Full Fence166858151.2%+5.0
Low Fence159748546.5%+0.1
Single Wall142746852.1%+4.2
Open141598241.8%-5.2
Rectangle128557343.0%-4.4
Octagon124685654.8%+8.4
Half Fence108535549.1%+0.7
Full Fence and Open95385740.0%-7.8

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
Walls87048.3%46.9%+1.4
No walls44246.8%47.1%-0.2

Walls against open: +1.6 points (95% range -4.3 to +7.5), p 0.594 — 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

타우끼/taukee (Rank 35)2026/10/181531220.0%
〔ネ単〕-ZEN- (Rank 39)2026/10/131651131.2%
漂泊の民回線ジプシー (Rank 37)2026/10/1335102528.6%
ゲッパー (Rank 38)2026/10/121421214.3%
躑躅 (Rank 37)2026/10/1232151746.9%
寿司眼鉄 (Rank 39)2026/10/122391439.1%
LEO (Rank 35)2026/10/1221101147.6%
もっこり (Rank 36)2026/10/111761135.3%
ふぇに (Rank 35)2026/10/11159660.0%
(˘д˘)ʃStranger (Rank 36)2026/10/052114766.7%
Umemon2026 (Rank 38)2026/09/282315865.2%
マハリータまるこ (Rank 39)2026/09/2723101343.5%
へっぽこラウ (Rank 34)2026/09/272113861.9%
banjar (Rank 39)2026/09/27125741.7%
俺様バーンズ (Rank 37)2026/09/241412285.7%
くりたろう (Rank 37)2026/09/232081240.0%
무파ZeroBlue (Rank 33)2026/09/222113861.9%
Lig_Nic (Rank 39)2026/08/30137653.9%
かえる (Rank 38)2026/08/24156940.0%
Phrazes_For_The_Young (Rank 33)2026/08/241861233.3%
Aki (Rank 34)2026/08/23135838.5%
NORESPECT (Rank 37)2026/08/221911857.9%
五寸釘くん (Rank 35)2026/08/03126650.0%
みんみんさん (Rank 35)2026/07/062071335.0%
interceptor (Rank 38)2026/06/211641225.0%

Round openings

Shun

Career
3,060–3,002 · 50.5%
This season
1,484 matches · 47.1%
Peak rank
38

First hit in 57.0% of 5,350 rounds. Won 51.0% of the rounds they struck first, 46.3% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 58.6% of rounds, against 49.5% in their other rounds.
  • Against Shun: evades first in 15.6% of rounds, against 2.1% against everyone else.
  • On Low Fence stages: evades first in 4.8% of rounds, against 2.2% on the other stages.
  • After opening the round before by evading: evades first in 10.6% of rounds, against 2.3% after anything else.
  • After winning a round: attacks straight away in 29.2% of rounds, against 16.0% after losing one.
  • When ahead: attacks straight away in 31.1% of rounds, against 16.2% when level or behind.
  • On no drinks: attacks straight away in 25.3% of rounds, against 17.2% on other drink counts.
  • Against a Shun on 1–9 drinks: evades first in 38.1% of rounds, against 12.0% against a Shun on other counts.
  • In round 1: opens with “crouch into 3P Gyou'in Haishu” in 13.2% of rounds, against 8.4% in their other rounds.
  • Against Lau: opens with “backdash into 1P Haisenchu” in 29.4% of rounds, against 12.2% against everyone else.
  • On Rectangle stages: opens with “backdash into 1P Haisenchu” in 19.2% of rounds, against 13.0% 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 18.8% of rounds, against 9.6% after anything else.
  • After the opponent opened the round before with “forward movement into P punch”: opens with “backdash into 1P Haisenchu” in 25.4% of rounds, against 12.8% after anything else.
  • After winning a round: opens with “backdash into 4P+K+G Koushinhi” in 15.6% of rounds, against 5.5% after losing one.
  • When behind: opens with “backdash into 3P Gyou'in Haishu” in 14.1% of rounds, against 7.1% when ahead or level.
  • On 1–4 drinks: opens with “crouch into 3P Gyou'in Haishu” in 19.4% of rounds, against 6.8% on other drink counts.
  • Against a Shun on no drinks: opens with “crouch into 3P Gyou'in Haishu” in 23.5% of rounds, against 6.0% against a Shun on other counts.

How is this tested?

backdash into Haisenchu1P73013.6%
backdash into Gyou'in Haishu3P55710.4%
backdash into Koushinhi4P+K+G54110.1%
crouch into Gyou'in Haishu3P5189.6%
crouch into Haisenchu1P3937.3%
backdash into Getsuga Gakushu46P2544.7%
Haisenchu1P into backdash2294.3%
backdash into guardG1983.7%
backdash into throwP+G1102.0%
forward dash into throwP+G1011.9%
Gyou'in Haishu3P981.8%
backdash into punchP931.7%
crouch into Haisenchu Kaikakyaku1PK821.5%
Gyou'in Haishu3P into guardG731.4%
Haisenchu1P into forward dash711.3%

150 further openings account for the other 1,328 rounds.

Counted from 1,338 of the 1,484 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
Akira51–54 · 49%26–22 · 54%-9.8
Jacky44–44 · 50%20–23 · 47%+2.0
Lau29–27 · 52%16–17 · 48%+6.3
Jeffry35–26 · 57%9–15 · 38%too few to test
Lion24–24 · 50%16–20 · 44%too few to test
Kage17–28 · 38%8–13 · 38%too few to test
Aoi22–16 · 58%13–12 · 52%too few to test
Wolf18–20 · 47%9–14 · 39%too few to test
Sarah26–19 · 58%6–11 · 35%too few to test
Goh12–24 · 33%3–10 · 23%too few to test
Brad17–17 · 50%8–5 · 62%too few to test
Shun13–15 · 46%11–12 · 48%too few to test
Jean17–11 · 61%12–11 · 52%too few to test
Lei Fei16–13 · 55%4–6 · 40%too few to test
Pai9–15 · 38%2–5 · 29%too few to test
Vanessa10–17 · 37%3–5 · 38%too few to test
Taka7–7 · 50%8–4 · 67%too few to test
El Blaze8–8 · 50%3–10 · 23%too few to test
Dural12–12 · 50%3–0 · 100%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.

146 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: 17 of 20 tests hold up