VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

chiaroscuro

Career matches14,809
Career win rate52.4%
Round win rate52.9%
Peak rank41
Distinct opponents444
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1815 #335 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

Shun4112,9116,7926,11952.6%
Jacky—1,89896393550.7%

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

5,815 of 7,251 rounds counted

8.2 inputs a second (490 a minute) this season. Faster than 74% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun8.24905,815

By opponent's character

Akira8.2493675
Kage8.4503463
Lau8.2492471
Aoi8.1484480
Brad8.2491397
Jacky8.0482372
Lion8.4507326
Goh7.8471312
Sarah8.2492303
Pai8.2493286
Jeffry8.0478243
Vanessa8.1484205
Lei Fei8.4502261
Jean8.2491233
Shun8.1487248
Wolf8.2495174
El Blaze8.0479134
Taka8.2492132
Eileen8.148371
Dural8.349629

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

Akira195979849.7%-5.8
Kage143806355.9%+0.8
Lau143895462.2%+3.0
Aoi137815659.1%+5.5
Brad123566745.5%-5.4
Jacky112506244.6%-12.8
Lion102544852.9%-1.1
Goh94534156.4%-0.8
Sarah90523857.8%+0.3
Pai87493856.3%+4.4
Jeffry86553164.0%+1.6
Vanessa84493558.3%+5.5
Lei Fei81513063.0%+5.1
Jean77463159.7%+0.0
Shun75423356.0%+2.6
Wolf55332260.0%-1.3
El Blaze54322259.3%+3.5
Taka41221953.7%-2.6
Eileen2516964.0%+12.4
Dural117463.6%+8.4

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 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

Low Fence2241289657.1%+1.8
Octagon1901088256.8%+2.7
Breakable Full Fence1871038455.1%-3.0
Full Fence1831057857.4%+2.0
Half Fence182978553.3%-0.6
Breakable Half Fence1781057359.0%+3.9
Rectangle162768646.9%-9.6
Open161818050.3%-8.2
Single Wall142915164.1%+5.0
Full Fence and Open102643862.8%+10.4

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
Walls1,08254.9%55.5%-0.6
No walls52756.9%57.3%-0.4

Walls against open: -0.2 points (95% range -5.4 to +5.0), p 0.947 — 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

Grandpa__Jean (Rank 41)2026/10/161871138.9%
マハリータまるこ (Rank 40)2026/10/1571304142.2%
でんでんでん123B (Rank 39)2026/10/1533141942.4%
うるヲ参拾 (Rank 39)2026/10/12157846.7%
★闘将拉麵男★ (Rank 38)2026/10/05159660.0%
elpopo_3378 (Rank 38)2026/10/041811761.1%
no-0809 (Rank 38)2026/10/0235201557.1%
kzkm92678 (Rank 36)2026/09/291411378.6%
lapislazuli (Rank 36)2026/09/291911857.9%
しょべるん (Rank 39)2026/09/24159660.0%
あむざん (Rank 42)2026/09/24131127.7%
mudanadoryokuzki (Rank 36)2026/09/1828131546.4%
VF12360-PC (Rank 38)2026/09/1733171651.5%
拳四郎 (Rank 37)2026/09/16127558.3%
しゆう@1974 (Rank 37)2026/09/06126650.0%
なめ (Rank 37)2026/09/061210283.3%
super-lowdropman (Rank 38)2026/09/06127558.3%
LEEGOSEGA (Rank 37)2026/08/211661037.5%
klkun (Rank 41)2026/08/182011955.0%
stepan_BVFA (Rank 38)2026/08/17136746.1%
くりたろう (Rank 36)2026/08/0522111150.0%
フェイス (Rank 36)2026/08/05125741.7%
イイクルーン (Rank 38)2026/07/261312192.3%
ゲッパー (Rank 38)2026/07/251812666.7%
Tokkovanessa_VF (Rank 42)2026/06/13125741.7%

Round openings

Shun

Career
6,792–6,119 · 52.6%
This season
1,815 matches · 55.9%
Peak rank
41

First hit in 61.5% of 6,823 rounds. Won 54.7% of the rounds they struck first, 49.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 16.4% of rounds, against 11.5% in their other rounds.
  • Against Shun: evades first in 13.2% of rounds, against 4.4% against everyone else.
  • On Rectangle stages: waits first in 17.6% of rounds, against 12.3% on the other stages.
  • After opening the round before by waiting: backs off first in 38.1% of rounds, against 32.1% after anything else.
  • After losing a round: waits first in 17.4% of rounds, against 6.0% after winning one.
  • When behind: waits first in 16.6% of rounds, against 8.3% when ahead or level.
  • On 1–4 drinks: waits first in 17.9% of rounds, against 10.7% on other drink counts.
  • In round 1: opens with “crouch into 3P Gyou'in Haishu” in 8.4% of rounds, against 4.9% in their other rounds.
  • Against Brad: opens with “backdash into 4P+K+GP Koushinhi Fusshu” in 10.6% of rounds, against 5.3% against everyone else.
  • On Low Fence stages: opens with “3P Gyou'in Haishu” in 6.3% of rounds, against 3.9% on the other stages.
  • After opening the round before with “crouch into 3P Gyou'in Haishu”: opens with “backdash into 4P+K+GP Koushinhi Fusshu” in 10.8% of rounds, against 4.7% after anything else.
  • After losing a round: opens with “crouch into 3P Gyou'in Haishu” in 7.6% of rounds, against 2.4% after winning one.
  • When behind: opens with “crouch into 3P Gyou'in Haishu” in 8.1% of rounds, against 3.3% when ahead or level.
  • On no drinks: opens with “3P Gyou'in Haishu” in 5.7% of rounds, against 2.5% on other drink counts.

How is this tested?

crouch into Gyou'in Haishu3P3975.8%
backdash into Koushinhi Fusshu4P+K+GP3905.7%
crouch into Haisenchu1P3064.5%
Gyou'in Haishu3P2924.3%
Fukuchougeki2P into backdash2834.1%
Gyou'in Haishu3P into guardG2513.7%
backdash into Gyou'in Haishu3P2213.2%
backdash into evade up2053.0%
Fukuchougeki2P1922.8%
backdash into Getsuga Gakushu46P1842.7%
Haisenchu1P into Haisenchu Kaikakyaku1PK1512.2%
Getsuga Gakushu46P1251.8%
crouch dash forward into guardG1231.8%
backward movement into Kasen Chugeki6P1161.7%
backdash into Haisenchu1P1101.6%

375 further openings account for the other 3,508 rounds.

Counted from 1,715 of the 1,815 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
Akira55–52 · 51%24–29 · 45%+8.0
Kage46–32 · 59%21–21 · 50%+11.9
Lau62–34 · 65%20–16 · 56%+8.8
Aoi34–41 · 45%29–10 · 74%-18.9
Brad34–35 · 49%14–24 · 37%+11.7
Jacky22–26 · 46%13–25 · 34%+11.1
Lion29–32 · 48%20–12 · 62%-7.7
Goh31–28 · 53%9–7 · 56%too few to test
Pai20–19 · 51%19–5 · 79%too few to test
Vanessa37–22 · 63%10–11 · 48%too few to test
Sarah27–20 · 57%13–9 · 59%too few to test
Jeffry26–17 · 60%24–10 · 71%-3.8
Jean24–22 · 52%13–4 · 76%too few to test
Shun21–14 · 60%17–16 · 52%too few to test
Lei Fei25–16 · 61%10–5 · 67%too few to test
Wolf21–11 · 66%9–9 · 50%too few to test
El Blaze18–17 · 51%10–2 · 83%too few to test
Taka11–11 · 50%3–2 · 60%too few to test
Eileen11–6 · 65%3–3 · 50%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.

100 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