VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Shun

bunta

Career matches184
Career win rate48.4%
Round win rate37.5%
Peak rank21
Distinct opponents11
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1180 Not ranked yet: the list needs 50 matches. See 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

Shun21184899548.4%

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

88 of 88 rounds counted

7.0 inputs a second (419 a minute) this season. Faster than 45% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.041988

By opponent's character

Lau6.337711
Pai7.344011
Wolf8.249213
Akira7.74607
Aoi5.73427
El Blaze6.236910
Lei Fei6.94149
Brad7.54524
Jacky6.53925
Jean7.44425
Jeffry7.34363
Kage7.44463

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

Lau3030.0%-44.9
Pai3030.0%-46.1
Wolf31233.3%+2.4
Akira21150.0%-3.7
Aoi21150.0%+19.6
El Blaze220100.0%+89.2
Lei Fei21150.0%+18.9
Brad110100.0%+83.2
Jacky1010.0%-35.9
Jean1010.0%-14.3
Jeffry1010.0%-14.3
Kage1010.0%-14.3

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

Octagon51420.0%-30.2
Rectangle52340.0%+10.5
Breakable Full Fence32166.7%+57.3
Low Fence3030.0%-36.9
Single Wall31233.3%+0.5
Full Fence1010.0%-14.3
Open110100.0%+83.2

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
Walls1435.7%31.5%+4.2
No walls728.6%30.7%-2.1

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

finalkinoko (Rank 14)6060.0%
jin.i.enjoy (Rank 13)42250.0%
Spearhead (Rank 12)21150.0%
nr636 (Rank 16)21150.0%
委員ちょ (Rank 21)21150.0%
2month (Rank 24)1010.0%
925hj (Rank 7)110100.0%
kadorto (Rank 24)1010.0%
momamoa (Rank 16)1010.0%
豆次郎 (Rank 24)1010.0%
즐늙크크 (Rank 23)110100.0%

Most played opponents, most recent first

委員ちょ (Rank 21)2026/09/2721150.0%
2month (Rank 24)2026/09/271010.0%
kadorto (Rank 24)2026/09/271010.0%
豆次郎 (Rank 24)2026/09/271010.0%
즐늙크크 (Rank 23)2026/09/03110100.0%
Spearhead (Rank 12)2026/07/1921150.0%
finalkinoko (Rank 14)2026/07/196060.0%
momamoa (Rank 16)2026/07/161010.0%
nr636 (Rank 16)2026/07/0821150.0%
jin.i.enjoy (Rank 13)2026/07/0842250.0%
925hj (Rank 7)2026/05/24110100.0%

Round openings

Shun

Career
89–95 · 48.4%
This season
22 matches · 31.8%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Gyou'in Haishu3P1719.3%
crouch into Fukuchougeki2P910.2%
crouch into Senpu Soutai3K+G66.8%
Getsuga Gakushu46P44.5%
guardG44.5%
Kasen Chugeki6P into Kasen Zenbokushou6PP33.4%
crouch into Haisenchu1P33.4%
evade up33.4%
guardG into evade up33.4%
guardG into throwP+G33.4%
punchP33.4%
backward movement into Kasen Chugeki6P22.3%
crouch into Haisenchu Kaikakyaku1PK22.3%
guardG into offensive move22.3%
Fukuchougeki2P11.1%

23 further openings account for the other 23 rounds.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Shun: not tested (too few rounds)