VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

☆ガルド☆

Career matches1,135
Career win rate54.2%
Round win rate51.4%
Peak rank32
Distinct opponents76
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1653 #1,027 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

Shun321,13561552054.2%

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

428 of 727 rounds counted

8.0 inputs a second (482 a minute) this season. Faster than 72% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun8.0482428

By opponent's character

Akira8.249242
Wolf8.047970
Aoi8.349742
Jeffry8.048050
Shun8.249221
Jacky8.249542
Kage7.846751
Pai7.545119
Vanessa7.645711
Lau7.94744
Sarah8.249028
Brad7.84708
Lion9.05425
El Blaze7.846611
Jean8.24946
Lei Fei8.34999
Dural7.84685
Goh8.14864

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

Akira28171160.7%+6.6
Wolf2116576.2%+24.9
Aoi1991047.4%-1.2
Jeffry157846.7%-14.3
Shun1441028.6%-26.9
Jacky139469.2%+8.2
Kage136746.1%-8.0
Pai95455.6%+6.0
Vanessa93633.3%-26.1
Lau65183.3%+31.8
Sarah64266.7%+11.7
Eileen54180.0%+27.3
Brad41325.0%-32.0
Lion41325.0%-31.4
El Blaze32166.7%+16.4
Jean330100.0%+43.8
Lei Fei31233.3%-22.2
Taka2020.0%-54.1
Dural110100.0%+41.6
Goh1010.0%-67.2

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

Octagon35241168.6%+13.2
Breakable Half Fence22101245.5%-12.8
Half Fence2014670.0%+18.4
Open168850.0%-7.6
Full Fence and Open158753.3%-1.6
Low Fence157846.7%-3.2
Breakable Full Fence147750.0%-0.9
Full Fence138561.5%+9.0
Rectangle125741.7%-14.5
Single Wall115645.5%-7.1

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls11658.6%55.3%+3.3
No walls4247.6%53.1%-5.5

Walls against open: +8.8 points (95% range -13.8 to +31.3), p 0.446 — 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

candygaly11 (Rank 30)2026/08/3131233.3%
orz (Rank 29)2026/07/06550100.0%
ぱーまん (Rank 29)2026/07/06440100.0%
tawava (Rank 30)2026/07/0631233.3%
fixed-star_61 (Rank 33)2026/07/0652340.0%
ひら@舜に強い回転技 (Rank 30)2026/07/0532166.7%
AZ-3rd (Rank 29)2026/07/0532166.7%
tomi79_1820 (Rank 30)2026/07/0532166.7%
ヘニオ (Rank 30)2026/07/0553260.0%
nobita2025 (Rank 30)2026/07/0521150.0%
haira_76 (Rank 30)2026/07/0554180.0%
オロチ (Rank 29)2026/07/0531233.3%
Chomelungma-GTR (Rank 28)2026/07/0474357.1%
ASTURIASSOLO (Rank 27)2026/07/0432166.7%
トマト牛乳♪ (Rank 28)2026/06/3032166.7%
saruge1205 (Rank 30)2026/03/2854180.0%
けいすけ新宿 (Rank 30)2026/03/2851420.0%
MON-CHAN (Rank 33)2026/03/2851420.0%
838861銀行 (Rank 33)2026/03/2842250.0%
handesu519 (Rank 27)2026/03/282020.0%
STH-6000 (Rank 29)2026/03/2831233.3%
schwein777 (Rank 32)2026/03/2893633.3%
JAGAMARU-MIKE (Rank 30)2026/03/28108280.0%
ガリバー (Rank 27)2026/03/2831233.3%
あっしゅさん (Rank 30)2026/03/2832166.7%

Round openings

Shun

Career
615–520 · 54.2%
This season
179 matches · 54.8%
Peak rank
32

First hit in 49.2% of 725 rounds. Won 56.9% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 68.2% of rounds, against 48.9% in their other rounds.
  • After winning a round: backs off first in 29.3% of rounds, against 8.8% after losing one.
  • When ahead: backs off first in 28.9% of rounds, against 12.9% when level or behind.
  • On 1–4 drinks: attacks straight away in 56.0% of rounds, against 25.7% on other drink counts.
  • In round 1: opens with “3P Gyou'in Haishu” in 17.9% of rounds, against 3.1% in their other rounds.
  • After losing a round: opens with “crouch into 1P Haisenchu” in 9.2% of rounds, against 0.7% after winning one.
  • When behind: opens with “crouch into 1P Haisenchu” in 10.4% of rounds, against 1.4% when ahead or level.

How is this tested?

guardG into Gyou'in Haishu3P10113.9%
Gyou'in Haishu3P496.7%
guardG into Haisenchu1P466.3%
backdash into Kasen Gyou'in6P+K+G446.0%
crouch into Haisenchu1P425.8%
guardG into Rensai Gakushu46PP395.4%
Haisenchu1P233.2%
guardG223.0%
backdash into Rensai Gakushu46PP212.9%
Tenshin Souchushou6P+K192.6%
guardG into Koushu Rentai1KK182.5%
guardG into Tenshin Souchushou6P+K162.2%
guardG into crouch152.1%
guardG into Getsuga Gakushu46P141.9%
Kasen Gyou'in6P+K+G into Kasen Gyou'in TeishitsugekiKGP131.8%

83 further openings account for the other 245 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira13–9 · 59%2–2 · 50%too few to test
Wolf9–3 · 75%5–2 · 71%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: 7 of 17 tests hold up