VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

ガウショ

Career matches5,442
Career win rate50.9%
Round win rate47.3%
Peak rank39
Distinct opponents235
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1783 #430 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

Shun395,4422,7692,67350.9%

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

2,278 of 3,181 rounds counted

6.3 inputs a second (381 a minute) this season. Faster than 27% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun6.33812,278

By opponent's character

Jacky6.1367234
Jeffry6.3381178
Brad6.4384171
Shun6.5391180
Akira6.5388106
Lau6.4384143
Wolf6.4382138
Lion6.3380126
Pai6.4382133
Kage6.1364142
Sarah6.1367107
Vanessa6.3377119
Lei Fei6.5391134
Goh6.639690
El Blaze6.840890
Jean6.136566
Aoi6.438350
Taka6.338056
Eileen6.136415

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

Jacky78403851.3%+2.7
Jeffry69333647.8%+3.5
Brad56292751.8%+2.5
Shun55262947.3%+1.7
Akira48202841.7%-4.4
Lau48163233.3%-17.9
Wolf48262254.2%+9.6
Lion47242351.1%-2.5
Pai47153231.9%-12.1
Kage46202643.5%-4.5
Sarah46271958.7%+10.2
Vanessa46222447.8%+1.0
Lei Fei42202247.6%+5.5
Goh34171750.0%-0.4
El Blaze33231069.7%+16.6
Jean2992031.0%-19.6
Aoi167943.8%-9.3
Taka157846.7%+1.6
Eileen76185.7%+35.0

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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 Fence103544952.4%+5.5
Breakable Half Fence93454848.4%-1.0
Open87414647.1%-3.0
Breakable Full Fence84315336.9%-11.1
Rectangle82374545.1%-1.7
Single Wall78393950.0%+3.7
Octagon76413554.0%+5.4
Full Fence71373452.1%+6.3
Half Fence67293843.3%-5.1
Full Fence and Open37211656.8%+11.3

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
Walls47346.5%47.7%-1.2
No walls26850.0%48.1%+1.9

Walls against open: -3.2 points (95% range -10.8 to +4.5), p 0.421 — 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

デネ (Rank 41)2026/09/27114736.4%
Source-chaude-Pa (Rank 41)2026/09/27112918.2%
ikkyusaaan (Rank 40)2026/09/1325101540.0%
jikacho-Gigas (Rank 42)2026/09/132691734.6%
LEO (Rank 36)2026/09/131110190.9%
jinmenusagi (Rank 41)2026/09/13151146.7%
crazy_brat_girl (Rank 38)2026/09/1375271.4%
寿司眼鉄 (Rank 38)2026/09/1371614.3%
★闘将拉麵男★ (Rank 37)2026/09/06108280.0%
グラウンド・ゼロ (Rank 39)2026/09/0672528.6%
堂島様 (Rank 42)2026/08/021441028.6%
ぁ     やごろ (Rank 36)2026/07/2785362.5%
interceptor (Rank 40)2026/07/26136746.1%
Sore (Rank 36)2026/07/2676185.7%
cyomiko (Rank 38)2026/07/19156940.0%
poco/ぽこ (Rank 36)2026/07/1985362.5%
gobigobipai221 (Rank 37)2026/07/1973442.9%
montanmo (Rank 37)2026/07/1984450.0%
tacchi_ZO-3 (Rank 37)2026/07/0675271.4%
umiyama_kai (Rank 38)2026/07/06107370.0%
ayunii216 (Rank 35)2026/07/0574357.1%
いえす (Rank 40)2026/06/22147750.0%
五寸釘くん (Rank 34)2026/06/08107370.0%
PuzzG/ぱず爺 (Rank 35)2026/05/2597277.8%
joechou222 (Rank 35)2026/05/2495455.6%

Round openings

Shun

Career
2,769–2,673 · 50.9%
This season
810 matches · 47.8%
Peak rank
39

First hit in 59.2% of 3,157 rounds. Won 48.1% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 12.0% of rounds, against 4.6% in their other rounds.
  • Against El Blaze: backs off first in 41.4% of rounds, against 23.9% against everyone else.
  • On Rectangle stages: waits first in 54.2% of rounds, against 41.8% on the other stages.
  • After opening the round before by waiting: backs off first in 30.9% of rounds, against 25.6% after anything else.
  • After winning a round: moves in first in 6.8% of rounds, against 0.9% after losing one.
  • When ahead: moves in first in 5.6% of rounds, against 2.4% when level or behind.
  • On no drinks: moves in first in 6.0% of rounds, against 0.6% on other drink counts.
  • In round 1: opens with “crouch into 3P Gyou'in Haishu” in 20.2% of rounds, against 3.0% in their other rounds.
  • Against El Blaze: opens with “backdash into 6P+K+G Kasen Gyou'in” in 19.5% of rounds, against 7.4% against everyone else.
  • On Rectangle stages: opens with “crouch into 3P Gyou'in Haishu” in 17.9% of rounds, against 6.2% on the other stages.
  • After opening the round before with “6P+K+G Kasen Gyou'in into KGP Kasen Gyou'in Teishitsugeki”: opens with “6P+K+G Kasen Gyou'in into KGP Kasen Gyou'in Teishitsugeki” in 10.8% of rounds, against 2.8% after anything else.
  • After losing a round: opens with “backdash into 6P+K+G Kasen Gyou'in” in 12.7% of rounds, against 4.0% after winning one.
  • When behind: opens with “backdash into 6P+K+G Kasen Gyou'in” in 13.2% of rounds, against 5.7% when ahead or level.
  • On 1–4 drinks: opens with “backdash into 6P+K+G Kasen Gyou'in” in 21.2% of rounds, against 7.6% on other drink counts.

How is this tested?

crouch into Haisenchu1P46714.6%
backdash into Kasen Gyou'in6P+K+G2527.9%
crouch into Gyou'in Haishu3P2357.4%
crouch into Fukuchougeki2P1715.4%
Kasen Gyou'in6P+K+G into Kasen Gyou'in TeishitsugekiKGP882.8%
guardG882.8%
backdash into Getsuga Gakushu46P872.7%
Getsuga Gakushu46P into throwP+G762.4%
Gyou'in Haishu3P682.1%
backdash into Tenshin Benshu4P+K682.1%
evade down into Koushu Rentai1KK531.7%
guardG into throw escape501.6%
backward movement into Kasen Chugeki6P461.4%
guardG into Koushu Rentai1KK451.4%
Getsuga Gakushu46P441.4%

235 further openings account for the other 1,355 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky24–24 · 50%15–13 · 54%too few to test
Jeffry10–12 · 45%23–18 · 56%too few to test
Brad18–20 · 47%5–3 · 62%too few to test
Shun13–13 · 50%8–12 · 40%too few to test
Akira6–16 · 27%14–12 · 54%too few to test
Lau9–19 · 32%6–10 · 38%too few to test
Wolf17–15 · 53%5–6 · 45%too few to test
Lion18–15 · 55%3–7 · 30%too few to test
Pai12–20 · 38%3–12 · 20%too few to test
Kage6–15 · 29%13–11 · 54%too few to test
Sarah16–14 · 53%11–4 · 73%too few to test
Vanessa16–17 · 48%4–4 · 50%too few to test
Lei Fei12–13 · 48%6–7 · 46%too few to test
Goh8–10 · 44%6–3 · 67%too few to test
El Blaze18–6 · 75%4–2 · 67%too few to test
Jean6–16 · 27%0–3 · 0%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 (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: 14 of 20 tests hold up