VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

BillCutting0666

Career matches809
Career win rate40.2%
Round win rate42.3%
Peak rank23
Distinct opponents76
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1211 #3,406 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

Shun2380932548440.2%

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

1,029 of 1,029 rounds counted

8.1 inputs a second (484 a minute) this season. Faster than 72% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun8.14841,029

By opponent's character

Jacky8.0478177
Akira8.148799
Aoi8.349674
Sarah8.047873
Wolf8.550882
Taka8.249561
Jeffry7.746260
Goh8.148743
Pai8.349748
Brad7.947444
Eileen8.048244
El Blaze8.249046
Lei Fei8.349940
Jean7.947435
Lion7.142829
Vanessa8.450434
Shun7.947224
Lau6.639912
Kage8.45064

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

Jacky48242450.0%+5.9
Akira28111739.3%+2.2
Aoi2081240.0%+6.0
Sarah2041620.0%-21.0
Wolf2061430.0%-0.7
Taka1721511.8%-30.9
Jeffry1541126.7%-22.3
Goh1431121.4%-8.7
Pai1441028.6%-1.2
Brad1311284.6%+31.0
Eileen128466.7%+33.5
El Blaze125741.7%-9.3
Lei Fei109190.0%+37.7
Jean93633.3%-5.4
Lion81712.5%-10.8
Vanessa84450.0%+14.0
Shun71614.3%+0.8
Lau4040.0%-19.0
Kage110100.0%+9.5

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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

Open37172046.0%+11.1
Low Fence35122334.3%-4.2
Octagon31141745.2%-5.8
Breakable Full Fence29121741.4%+9.6
Full Fence27121544.4%+9.0
Half Fence27121544.4%+1.4
Rectangle2752218.5%-13.3
Breakable Half Fence21101147.6%+5.1
Full Fence and Open2161528.6%-19.3
Single Wall1871138.9%+4.9

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16240.1%39.4%+0.7
No walls9040.0%36.5%+3.5

Walls against open: -2.7 points (95% range -16.0 to +10.5), p 0.686 — 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

MashPotatoTower (Rank 26)2026/09/1161516.7%
NunchuckDog (Rank 25)2026/09/0952340.0%
chaingrabs (Rank 24)2026/09/088080.0%
Twonny (Rank 23)2026/09/0762433.3%
BakunawaMasher (Rank 29)2026/09/074040.0%
Roadkill93 (Rank 22)2026/09/07114736.4%
johncha (Rank 21)2026/09/0427141351.9%
Johnnybwai (Rank 21)2026/09/0492722.2%
stephentylermager (Rank 26)2026/09/046060.0%
seedash (Rank 32)2026/09/034040.0%
robots (Rank 21)2026/08/2854180.0%
S_C_H_T_O_M_P (Rank 24)2026/08/28137653.9%
BearPrincess420 (Rank 21)2026/08/18440100.0%
ataboy77 (Rank 22)2026/08/054040.0%
FB.GG@LEWIStheRED (Rank 21)2026/08/0551420.0%
JosephJJMOJO (Rank 2)2026/08/03440100.0%
Foxhound (Rank 20)2026/07/22440100.0%
Jofs (Rank 20)2026/07/1742250.0%
Daimao.Koopa (Rank 23)2026/07/10134930.8%
JemisSummerlyOutrageous (Rank 21)2026/07/10440100.0%
TayoTayoTaka (Rank 23)2026/07/1071614.3%
Hypergrav (Rank 17)2026/07/0863350.0%
LumpingCaptain (Rank 23)2026/07/0651420.0%
RealHooverGaming (Rank 12)2026/07/0531233.3%
Hives (Rank 15)2026/06/30440100.0%

Round openings

Shun

Career
325–484 · 40.2%
This season
280 matches · 38.9%
Peak rank
23

First hit in 58.3% of 1,028 rounds. Won 47.2% of the rounds they struck first, 35.4% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “crouch into 1P Haisenchu” in 28.9% of rounds, against 10.3% in their other rounds.
  • After winning a round: opens with “crouch into 3P Gyou'in Haishu” in 30.7% of rounds, against 15.8% after losing one.
  • When ahead: opens with “crouch into 3P Gyou'in Haishu” in 34.1% of rounds, against 15.7% when level or behind.

How is this tested?

crouch into Gyou'in Haishu3P18317.8%
crouch into Haisenchu1P15815.3%
evade up into up-forward kick9K515.0%
up-forward kick9K424.1%
Koushinhi4P+K+G353.4%
guardG333.2%
punchP into RengekiPP262.5%
no input252.4%
up-forward kick9K into Kousoku Zenhi39P+K+G242.3%
Haisenchu1P into Haisenchu Kaikakyaku1PK212.0%
Gyoushin Suitai4K into Toushin Soutanshu4KK161.6%
Koushu Katai1K into Koushu Rentai1KK161.6%
crouch into Koushu Rentai1KK161.6%
Gyou'in Haishu3P151.5%
Kasen Chugeki6P into Kasen Zenbokushou6PP151.5%

139 further openings account for the other 353 rounds.

By stage type

Record against each character on walled and open stages, as Shun

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky13–15 · 46%9–3 · 75%too few to test
Akira6–11 · 35%5–6 · 45%too few to test
Aoi2–4 · 33%5–6 · 45%too few to test
Sarah4–13 · 24%0–3 · 0%too few to test
Wolf0–3 · 0%6–9 · 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.

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 (17 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: 3 of 17 tests hold up