VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Shun

Enemyunit

  • Dural
Career matches1,794
Career win rate50.5%
Round win rate48.0%
Peak rank27
Distinct opponents66
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1358 #2,886 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

Shun251,31766065750.1%
Dural2730416513954.3%
Kage—104475745.2%
Vanessa—69343549.3%

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

639 of 657 rounds counted

8.3 inputs a second (500 a minute) this season. Faster than 77% of the 4,069 regulars with enough rounds counted to compare.

By character played

Dural8.3500639

By opponent's character

Akira8.550885
Goh8.349962
Jacky8.249560
Lau8.249461
Aoi8.048048
Vanessa8.047751
Sarah8.852840
Jean9.054242
Kage8.148829
Pai8.752539
Shun7.545222
Taka7.142321
Brad8.349513
Wolf8.651324
Eileen8.853013
Lion9.255412
Jeffry8.35019
Lei Fei8.75248

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

Akira2171433.3%-13.9
Goh156940.0%-3.8
Jacky147750.0%+9.1
Lau147750.0%+17.2
Aoi125741.7%-0.7
Vanessa124833.3%-11.7
Sarah107370.0%+4.3
Jean93633.3%-16.2
Kage95455.6%+23.4
Pai96366.7%+19.1
Shun62433.3%-2.1
Taka61516.7%-34.1
Brad550100.0%+32.9
Wolf52340.0%-16.1
Eileen31233.3%-11.5
Lion31233.3%+6.1
Jeffry2020.0%-31.3
Lei Fei21150.0%+24.2

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

Single Wall25151060.0%+10.7
Low Fence23101343.5%+6.1
Full Fence2041620.0%-25.2
Rectangle1991047.4%+2.1
Octagon168850.0%-2.1
Open157846.7%+2.9
Half Fence147750.0%+1.8
Breakable Full Fence115645.5%+2.2
Breakable Half Fence105550.0%+18.5
Full Fence and Open2020.0%-47.8

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
Walls9042.2%44.6%-2.4
No walls6350.8%44.7%+6.1

Walls against open: -8.5 points (95% range -24.4 to +7.4), p 0.294 — 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

MKS (Rank 23)2026/10/14220100.0%
Tazza (Rank 26)2026/10/123030.0%
iceGirl0-v (Rank 29)2026/10/024040.0%
ulilb1ckard (Rank 25)2026/09/2952340.0%
Lightwing (Rank 42)2026/09/282020.0%
无双殿堂 (Rank 24)2026/09/2852340.0%
chloe_the_marcus (Rank 24)2026/08/2732166.7%
Someonetrytowin (Rank 27)2026/08/2283537.5%
M&E (Rank 24)2026/08/2232166.7%
wilow17 (Rank 24)2026/07/3053260.0%
temp-6250323 (Rank 23)2026/07/3032166.7%
WeeWeeW (Rank 27)2026/07/3074357.1%
TaKaArAsHi573 (Rank 25)2026/07/2931233.3%
PeerC001 (Rank 25)2026/07/2741325.0%
wcc6181 (Rank 26)2026/07/2331233.3%
wavy_route9 (Rank 22)2026/07/1743175.0%
やまだ.com (Rank 36)2026/07/1731233.3%
orz (Rank 26)2026/07/1731233.3%
rjsicklau12 (Rank 26)2026/07/174040.0%
A.o.G (Rank 22)2026/07/1731233.3%
MIES/ミース (Rank 25)2026/07/1774357.1%
Momomia (Rank 26)2026/07/1672528.6%
Donaya22 (Rank 25)2026/07/1631233.3%
たけし (Rank 27)2026/07/14330100.0%
CamelotBot (Rank 24)2026/07/145050.0%

Round openings

Every character

Spine Whip4P into Lumpini Combination4PK477.4%
Nakageri3K into Nakageri~Rapid Kick3KK253.9%
crouch dash back into evade down172.7%
Side Kick Combination3KKK into Backer Shift Combination3KKKK142.2%
no input142.2%
evade up into backdash101.6%
Rising Elbow6P into Double Joint Butt6PK91.4%
Stop Kick4K into Knee Kick6K91.4%
Stop Kick4K into Knee Push Wild Hook4KP91.4%
evade up91.4%
Slant Back Knuckle1P into High Spin Kick1PK81.3%
Nakageri3K71.1%
Nakageri3K into Nagiharai3KP71.1%
backdash into crouch dash back71.1%
Nakageri~Rapid Kick3KK into Side Kick Combination3KKK60.9%

300 further openings account for the other 437 rounds.

Counted from 150 of the 157 matches played. The rest were not pulled for openings.

Dural

Career
165–139 · 54.3%
This season
153 matches · 43.8%
Peak rank
27

First hit in 49.6% of 605 rounds. Won 50.3% of the rounds they struck first, 43.0% of the rounds they were struck first.

Significant Tells

  • Against Akira: moves in first in 20.5% of rounds, against 7.0% against everyone else.
  • After opening the round before by moving in: moves in first in 30.2% of rounds, against 5.8% after anything else.

How is this tested?

Spine Whip4P into Lumpini Combination4PK477.6%
Nakageri3K into Nakageri~Rapid Kick3KK254.0%
crouch dash back into evade down172.8%
Side Kick Combination3KKK into Backer Shift Combination3KKKK142.3%
no input132.1%
Rising Elbow6P into Double Joint Butt6PK91.5%
Stop Kick4K into Knee Kick6K91.5%
Stop Kick4K into Knee Push Wild Hook4KP91.5%
evade up91.5%
evade up into backdash91.5%
Slant Back Knuckle1P into High Spin Kick1PK81.3%
Nakageri3K71.1%
Nakageri3K into Nagiharai3KP71.1%
backdash into crouch dash back71.1%
Nakageri~Rapid Kick3KK into Side Kick Combination3KKK61.0%

288 further openings account for the other 421 rounds.

Counted from 146 of the 153 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira4–7 · 36%3–6 · 33%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.

7 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?

Shun

Career
660–657 · 50.1%
This season
4 matches · 75.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into Tenshin Souchushou6P+K316.7%
Getsuga Gakushu46P into Rensai Gakushu46PP15.6%
Gyoushintai3K15.6%
Kasen Chugeki6P into Kasen Zenbokushou6PP15.6%
Kouhi Tentai7K+G into Ryubikyaku8K+G15.6%
Tanhi ChougekiK+G15.6%
Toukyaku6K+G15.6%
backward movement into Kasen Chugeki6P15.6%
evade up into backdash15.6%
evade up into forward dash15.6%
evade up into guardG15.6%
forward dash into Tenshin Souchushou6P+K15.6%
forward dash into Toukyaku6K+G15.6%
kickK into down punch+kick2P+K15.6%
no input15.6%

1 further openings account for the other 1 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 (14 here; about 0.7 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

  • Dural: 2 of 14 tests hold up
  • Shun: not tested (too few rounds)