VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

takamo_white

Career matches3,563
Career win rate50.6%
Round win rate49.5%
Peak rank35
Distinct opponents149
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1668 #956 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

Shun353,5631,8031,76050.6%

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

1,847 of 2,234 rounds counted

7.4 inputs a second (445 a minute) this season. Faster than 57% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.44451,847

By opponent's character

Jacky7.5450269
Akira7.6456195
Jean7.5448133
Jeffry7.6456165
Lau7.7462157
Wolf7.8468108
Goh7.4443122
Aoi7.2432109
Lei Fei7.2434123
Lion7.142768
Brad7.242955
Kage7.343848
Shun7.343668
Vanessa7.243049
Taka6.639752
El Blaze7.243042
Sarah6.740123
Eileen7.041925
Pai7.645727
Dural8.04829

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

Jacky74373750.0%+3.9
Akira59332655.9%+5.0
Jean54292553.7%+1.7
Jeffry49222744.9%-6.3
Lau46222447.8%+1.2
Wolf36211558.3%+7.9
Goh33191457.6%+5.8
Aoi31191261.3%+8.3
Lei Fei30141646.7%-5.5
Lion24131154.2%+4.0
Brad2191242.9%-4.5
Kage1861233.3%-12.0
Shun167943.8%-2.1
Vanessa1510566.7%+7.4
Taka146842.9%-12.0
El Blaze123925.0%-24.6
Sarah94544.4%-4.2
Eileen81712.5%-43.8
Pai75271.4%+14.3
Dural42250.0%-6.0

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 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 Fence69412859.4%+7.6
Single Wall69373253.6%+3.6
Rectangle67293843.3%-7.3
Breakable Full Fence58273146.5%-1.1
Half Fence58332556.9%+7.5
Breakable Half Fence57282949.1%-3.4
Octagon55243143.6%-9.6
Open42222052.4%+3.0
Full Fence34171750.0%-1.4
Full Fence and Open27121544.4%-5.0

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
Walls32948.0%50.4%-2.4
No walls18055.6%51.2%+4.4

Walls against open: -6.8 points (95% range -16.2 to +2.6), p 0.156 — 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

えびもち (Rank 32)2026/10/1724131154.2%
ぬっき~@女キャラ嫌 (Rank 35)2026/10/17158753.3%
ふぇに (Rank 36)2026/10/171711664.7%
BigBoin (Rank 33)2026/10/07118372.7%
zakisan (Rank 35)2026/10/021751229.4%
poteto (Rank 33)2026/10/0295455.6%
のみ (Rank 34)2026/09/2622101245.5%
ルドルフ (Rank 33)2026/09/2563350.0%
えなお (Rank 35)2026/09/2385362.5%
タイヨウ (Rank 34)2026/09/2295455.6%
ENGLID (Rank 39)2026/09/117070.0%
zaduhkj (Rank 34)2026/09/1183537.5%
影虎 (Rank 33)2026/09/0986275.0%
寿司眼鉄 (Rank 37)2026/09/0892722.2%
ヘニオ (Rank 34)2026/09/04129375.0%
★闘将拉麵男★ (Rank 37)2026/08/281971236.8%
漂泊の民回線ジプシー (Rank 37)2026/08/261431121.4%
会長さん (Rank 32)2026/08/22168850.0%
LEO (Rank 36)2026/08/2263350.0%
aona (Rank 36)2026/08/2083537.5%
五寸釘くん (Rank 34)2026/07/2285362.5%
poco/ぽこ (Rank 33)2026/07/0362433.3%
さいたま梅澤/T.Umezawa (Rank 30)2026/06/1086275.0%
MikuMartineau (Rank 31)2026/06/031614287.5%
しゅが~nsr (Rank 28)2026/05/2065183.3%

Round openings

Shun

Career
1,803–1,760 · 50.6%
This season
560 matches · 50.4%
Peak rank
35

First hit in 51.2% of 2,144 rounds. Won 53.9% of the rounds they struck first, 44.6% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 8.5% of rounds, against 1.0% in their other rounds.
  • Against Jacky: backs off first in 32.7% of rounds, against 18.2% against everyone else.
  • After opening the round before by moving in: moves in first in 26.2% of rounds, against 12.2% after anything else.
  • After the opponent opened the round before by evading: moves in first in 21.7% of rounds, against 12.6% after anything else.
  • After winning a round: backs off first in 28.1% of rounds, against 12.8% after losing one.
  • When ahead: backs off first in 24.8% of rounds, against 16.8% when level or behind.
  • On 10–14 drinks: backs off first in 31.9% of rounds, against 18.8% on other drink counts.
  • In round 1: opens with “crouch into 1P Haisenchu” in 20.0% of rounds, against 9.3% in their other rounds.
  • Against Shun: opens with “crouch into 1P Haisenchu” in 33.8% of rounds, against 11.2% against everyone else.
  • After opening the round before with “forward dash into P+G throw”: opens with “forward dash into P+G throw” in 19.8% of rounds, against 7.5% after anything else.
  • After losing a round: opens with “crouch into 1P Haisenchu” in 14.0% of rounds, against 4.3% after winning one.
  • When behind: opens with “crouch into 1P Haisenchu” in 11.7% of rounds, against 7.5% when ahead or level.
  • On no drinks: opens with “3P Gyou'in Haishu” in 10.6% of rounds, against 3.0% on other drink counts.

How is this tested?

Gyou'in Haishu3P into guardG27712.8%
crouch into Haisenchu1P25811.9%
Gyou'in Haishu3P1617.5%
backdash into offensive move1517.0%
forward dash into throwP+G1517.0%
Tenshin Benshu4P+K1336.2%
backdash into Getsuga Gakushu46P1034.8%
punchP into RengekiPP693.2%
crouch dash forward into Gyou'in Haishu3P632.9%
backdash into Gyou'in Haishu3P552.5%
Tenshin Souchushou6P+K542.5%
offensive move452.1%
offensive move into evade down421.9%
Gyou'in Haishu3P into forward dash341.6%
Gyou'in Haishu3P into punchP251.2%

131 further openings account for the other 540 rounds.

Counted from 541 of the 560 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
Jacky17–20 · 46%12–12 · 50%too few to test
Akira17–15 · 53%14–6 · 70%too few to test
Jean19–17 · 53%8–7 · 53%too few to test
Jeffry16–18 · 47%6–9 · 40%too few to test
Lau9–12 · 43%12–9 · 57%too few to test
Goh13–7 · 65%5–7 · 42%too few to test
Wolf11–5 · 69%10–3 · 77%too few to test
Aoi8–8 · 50%10–1 · 91%too few to test
Lei Fei7–8 · 47%3–4 · 43%too few to test
Lion11–5 · 69%1–6 · 14%too few to test
Brad3–7 · 30%2–3 · 40%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.

19 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 (18 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: 13 of 18 tests hold up