VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Shun

SOLOMONSPIRIT

Career matches643
Career win rate59.7%
Round win rate53.6%
Peak rank34
Distinct opponents64
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1483 #2,137 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

Shun3464338425959.7%

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

479 of 479 rounds counted

6.8 inputs a second (411 a minute) this season. Faster than 42% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun6.8411479

By opponent's character

Akira7.041955
Jacky6.840657
Jean7.243043
Pai6.941443
El Blaze6.941240
Kage7.042038
Jeffry6.539123
Lau6.840920
Goh6.538717
Lion6.438621
Taka7.343620
Brad6.639617
Eileen6.941414
Wolf7.243218
Aoi7.041910
Dural6.539110
Sarah7.041912
Shun6.840611
Lei Fei6.13647
Vanessa6.63993

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

Akira156940.0%-25.8
Jacky146842.9%-18.6
Jean117463.6%+12.7
Pai118372.7%+19.2
El Blaze104640.0%-20.1
Kage107370.0%+9.3
Jeffry62433.3%-11.5
Lau63350.0%+2.3
Goh54180.0%+14.5
Lion53260.0%+5.0
Taka550100.0%+61.3
Brad43175.0%+18.3
Eileen43175.0%+26.8
Wolf43175.0%+21.3
Aoi32166.7%+4.5
Dural3030.0%-53.1
Sarah330100.0%+29.0
Shun31233.3%-25.7
Lei Fei2020.0%-52.2
Vanessa1010.0%-4.9

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

Open1971236.8%-23.4
Full Fence169756.2%-9.6
Octagon1511473.3%+22.3
Rectangle148657.1%+10.8
Single Wall148657.1%+5.0
Low Fence127558.3%+4.2
Half Fence96366.7%+9.4
Breakable Full Fence84450.0%-1.0
Full Fence and Open85362.5%-4.2
Breakable Half Fence73442.9%-13.8

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

With or without walls

StagesMatchesWin %Expectedvs expected
Walls6959.4%55.4%+4.0
No walls4548.9%54.9%-6.0

Walls against open: +10.0 points (95% range -14.2 to +34.1), p 0.417 — 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

たつや (Rank 40)2026/10/182020.0%
rocku (Rank 39)2026/10/1831233.3%
Bird-Tat (Rank 33)2026/10/184040.0%
獣王(設定2) (Rank 31)2026/10/182020.0%
diev80 (Rank 31)2026/10/1852340.0%
はげまん (Rank 30)2026/10/03440100.0%
LEO (Rank 36)2026/09/2632166.7%
KillBill (Rank 31)2026/09/26330100.0%
会長さん (Rank 33)2026/09/2631233.3%
りゅうのすけ (Rank 31)2026/09/26330100.0%
入れ込むかもしれない (Rank 30)2026/09/112020.0%
ゲッパー (Rank 35)2026/09/112020.0%
∈挙動不審∋ (Rank 34)2026/09/0932166.7%
jinjin (Rank 32)2026/09/09330100.0%
yamaneko (Rank 34)2026/09/0932166.7%
cokeshi (Rank 28)2026/09/0431233.3%
vivid_dot4 (Rank 35)2026/09/02220100.0%
青山@はなちゃん (Rank 30)2026/08/2932166.7%
え~る (Rank 34)2026/08/28220100.0%
土俵際 (Rank 30)2026/07/2532166.7%
rockin-chair-- (Rank 29)2026/07/2431233.3%
かくるる (Rank 29)2026/07/21330100.0%
2month (Rank 24)2026/07/1032166.7%
CHASER (Rank 18)2026/07/08550100.0%
時宣院日要 (Rank 15)2026/07/08220100.0%

Round openings

Shun

Career
384–259 · 59.7%
This season
125 matches · 56.0%
Peak rank
34

First hit in 55.1% of 365 rounds. Won 60.7% of the rounds they struck first, 57.3% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 46.3% of rounds, against 11.1% in their other rounds.
  • After the opponent opened the round before by attacking: waits first in 59.3% of rounds, against 44.2% after anything else.
  • On 1+ drinks: backs off first in 17.5% of rounds, against 6.4% on other drink counts.
  • In round 4 or later: opens with “crouch into 1P Haisenchu” in 27.7% of rounds, against 9.9% in their other rounds.

How is this tested?

crouch into Gyou'in Haishu3P5414.8%
crouch into Haisenchu1P5113.9%
backdash into offensive move184.9%
backdash into Kasen Gyou'in6P+K+G143.8%
Tenshin Benshu4P+K into throwP+G113.0%
evade down102.7%
guardG into Koushu Rentai1KK92.5%
crouch into Kasen Zenbokushou6PP82.2%
Kouhi Tentai7K+G71.9%
Tanhi ChougekiK+G into crouch71.9%
backdash into Gyou'inshuP+K+G61.6%
crouch into Kasen Chugeki6P61.6%
Tenshin Haishu4P into backward movement51.4%
Honshin Rensenkyaku4K+G41.1%
backdash into Kousoku Kouhi17P+K+G41.1%

104 further openings account for the other 152 rounds.

Counted from 95 of the 125 matches played. The rest were not pulled for openings.

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).

Tests behind each character's list

  • Shun: 4 of 17 tests hold up