VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

うをん

Career matches14,983
Career win rate50.2%
Round win rate50.5%
Peak rank33
Distinct opponents727
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1520 #1,877 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

Shun3314,9837,5217,46250.2%

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

7,648 of 10,201 rounds counted

9.6 inputs a second (577 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun9.65777,648

By opponent's character

Wolf9.8591774
Akira9.8589898
Jacky9.6573772
Shun9.3560523
Sarah9.7581462
Jeffry9.7584432
Kage9.7583430
El Blaze9.7579380
Lei Fei9.3560405
Pai9.3561326
Lau9.6575352
Lion9.2554303
Aoi9.7583258
Goh9.9596273
Jean9.9595293
Brad9.6576270
Eileen9.2550216
Vanessa9.3559137
Taka9.456792
Dural8.953252

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

Wolf31818513358.2%+6.1
Akira29016312756.2%+5.9
Jacky25412413048.8%-1.6
Shun1701046661.2%+7.4
Sarah153827153.6%-0.4
Jeffry150816954.0%+1.5
Kage136597743.4%-9.0
El Blaze120576347.5%-4.9
Lei Fei114585650.9%+2.4
Pai113585551.3%-3.8
Lau111486343.2%-0.9
Lion103406338.8%-4.8
Aoi102673565.7%+10.3
Goh93444947.3%-5.1
Jean88365240.9%-8.6
Brad85394645.9%-2.3
Eileen70264437.1%-15.0
Vanessa63333052.4%+1.2
Taka35161945.7%-0.6
Dural1641225.0%-26.5

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Breakable Full Fence29815014850.3%-1.6
Low Fence29515414152.2%-0.8
Open27314612753.5%+2.5
Full Fence26413912552.6%+1.6
Rectangle26211814445.0%-3.5
Half Fence24311512847.3%-2.3
Octagon24112012149.8%-1.4
Single Wall22711910852.4%+1.1
Breakable Half Fence22612510155.3%+1.6
Full Fence and Open129705954.3%+2.6

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
Walls1,53450.0%50.9%-0.9
No walls79552.7%51.9%+0.8

Walls against open: -1.7 points (95% range -5.8 to +2.5), p 0.437 — 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

osaka_mouko4649 (Rank 25)2026/10/17149564.3%
そんさく先生@SRGM (Rank 35)2026/10/13147750.0%
pinturicchio (Rank 29)2026/10/11147750.0%
BeheritX5674 (Rank 30)2026/10/06128466.7%
saw121 (Rank 32)2026/10/0526101638.5%
정신건강의학과 (Rank 28)2026/10/0244321272.7%
NAO-Fei (Rank 30)2026/09/29139469.2%
AiokometeZ (Rank 24)2026/09/281210283.3%
hunny_honey (Rank 30)2026/09/24169756.2%
marble-w03 (Rank 28)2026/09/1031201164.5%
kimxxxtt (Rank 22)2026/09/072920969.0%
ヒジリキホッキョッ (Rank 30)2026/09/07127558.3%
ShieldHolder (Rank 26)2026/08/3133221166.7%
Rosagigantea (Rank 28)2026/08/31136746.1%
suzu-shiro88 (Rank 26)2026/08/30125741.7%
Akishin-0313 (Rank 32)2026/08/291951426.3%
private-ryan-yk (Rank 29)2026/08/24134930.8%
cokeshi (Rank 30)2026/08/232091145.0%
みっくん (Rank 29)2026/07/082618869.2%
BANANA (Rank 30)2026/07/061912763.2%
なお (Rank 27)2026/07/041810855.6%
たか (Rank 30)2026/06/28138561.5%
SUTEKI-_-san (Rank 29)2026/06/2535201557.1%
乃木ぽん (Rank 29)2026/06/1830111936.7%
shiphon74 (Rank 26)2026/06/16129375.0%

Round openings

Shun

Career
7,521–7,462 · 50.2%
This season
2,584 matches · 51.2%
Peak rank
33

First hit in 55.5% of 9,487 rounds. Won 52.5% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 6.3% of rounds, against 2.9% in their other rounds.
  • Against Pai: waits first in 23.1% of rounds, against 11.8% against everyone else.
  • After opening the round before by moving in: moves in first in 21.7% of rounds, against 11.6% after anything else.
  • After the opponent opened the round before by backing off: backs off first in 6.0% of rounds, against 4.2% after anything else.
  • After winning a round: backs off first in 6.9% of rounds, against 2.3% after losing one.
  • When behind: waits first in 14.5% of rounds, against 9.6% when ahead or level.
  • On no drinks: waits first in 12.9% of rounds, against 9.5% on other drink counts.
  • In round 1: opens with “3P Gyou'in Haishu” in 16.2% of rounds, against 8.7% in their other rounds.
  • Against Jacky: opens with “46P Getsuga Gakushu” in 11.3% of rounds, against 4.6% against everyone else.
  • After opening the round before with “forward movement into P punch”: opens with “forward movement into P punch” in 13.9% of rounds, against 6.5% after anything else.
  • After losing a round: opens with “3P Gyou'in Haishu” in 10.6% of rounds, against 6.8% after winning one.
  • When behind: opens with “3P Gyou'in Haishu” in 11.1% of rounds, against 7.0% when ahead or level.
  • On 5–9 drinks: opens with “46P Getsuga Gakushu” in 7.5% of rounds, against 4.7% on other drink counts.

How is this tested?

Gyou'in Haishu3P1,00810.6%
Haisenchu1P into Haisenchu Kaikakyaku1PK7698.1%
Haisenchu1P5716.0%
forward movement into punchP5355.6%
Getsuga Gakushu46P4985.2%
punchP3623.8%
guardG3523.7%
punchP into Chougeki RigoutaiPK2522.6%
Tenshin Souchushou6P+K1992.1%
guardG into evade down1982.1%
Rensai Gakushu46PP into Rengeki Gakushu46PPP1791.9%
Gyou'in Haishu3P into Tenshin Benshu4P+K1721.8%
Gyou'in Haishu3P into guardG1691.8%
Haisenchu1P into guardG1691.8%
punchP into RengekiPP1651.7%

477 further openings account for the other 3,947 rounds.

Counted from 2,414 of the 2,584 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
Wolf107–81 · 57%59–38 · 61%-5.6
Akira95–81 · 54%42–32 · 57%+0.3
Jacky63–78 · 45%43–29 · 60%-10.4
Shun56–40 · 58%26–17 · 60%-0.8
Sarah40–42 · 49%29–20 · 59%-9.3
Jeffry41–33 · 55%30–13 · 70%-11.5
Kage40–36 · 53%8–29 · 22%+28.7
El Blaze30–39 · 43%23–17 · 58%-10.3
Pai34–37 · 48%11–15 · 42%too few to test
Lei Fei22–31 · 42%23–11 · 68%-20.9
Lau25–29 · 46%13–21 · 38%+4.3
Lion22–30 · 42%17–23 · 42%+1.8
Aoi29–15 · 66%27–16 · 63%-0.3
Goh28–32 · 47%8–10 · 44%too few to test
Brad21–22 · 49%11–15 · 42%too few to test
Jean20–24 · 45%5–18 · 22%too few to test
Eileen15–30 · 33%9–10 · 47%too few to test
Vanessa19–14 · 58%10–12 · 45%too few to test
Taka8–9 · 47%5–4 · 56%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

170 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 (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: 13 of 20 tests hold up