VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

hiropo

Career matches7,254
Career win rate46.6%
Round win rate47.9%
Peak rank28
Distinct opponents255
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1453 #2,320 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

Shun287,2543,3803,87446.6%

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

1,216 of 1,560 rounds counted

6.7 inputs a second (399 a minute) this season. Faster than 35% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun6.73991,216

By opponent's character

Akira6.5388154
Wolf6.9413145
Goh6.840588
Jacky6.740297
Jeffry6.740257
Shun6.840968
Jean6.337876
Sarah6.538975
Aoi6.639950
Pai6.740158
Lion6.941250
Brad6.538867
El Blaze6.941249
Lau6.539147
Eileen6.739936
Kage6.539115
Dural6.840733
Lei Fei6.739931
Taka6.840816
Vanessa6.33814

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

Akira51232845.1%-7.0
Wolf48242450.0%+2.1
Goh26151157.7%+7.5
Jacky26131350.0%-0.7
Jeffry2481633.3%-16.7
Shun2314960.9%+17.6
Jean2213959.1%+9.6
Sarah2161528.6%-17.1
Aoi20101050.0%+1.8
Pai1991047.4%-6.6
Lion1861233.3%-12.1
Brad1710758.8%+5.0
El Blaze1610662.5%+11.8
Lau145935.7%-9.4
Eileen127558.3%+10.8
Kage124833.3%-15.2
Dural94544.4%+0.3
Lei Fei97277.8%+29.4
Taka63350.0%-2.9
Vanessa330100.0%+52.2

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Single Wall53272650.9%+1.4
Breakable Full Fence48232547.9%-3.4
Open46222447.8%+1.2
Rectangle44152934.1%-19.1
Breakable Half Fence42192345.2%-4.6
Full Fence40221855.0%+8.0
Low Fence34181652.9%+3.5
Half Fence31161551.6%+4.3
Octagon28121642.9%-4.9
Full Fence and Open2115671.4%+25.5

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls23345.9%49.3%-3.3
No walls13350.4%48.7%+1.7

Walls against open: -5.0 points (95% range -16.3 to +6.3), p 0.385 — 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 26)2026/09/2464266.7%
hosomayugenom (Rank 25)2026/09/2332166.7%
sy62___ (Rank 26)2026/09/1832166.7%
jackgnhang (Rank 25)2026/09/1831233.3%
hot-milk-www (Rank 29)2026/09/1431233.3%
ExhaustAL (Rank 28)2026/09/1031233.3%
B.S.R-JP (Rank 26)2026/09/0632166.7%
tamaneen (Rank 28)2026/09/0532166.7%
こて (Rank 28)2026/09/0532166.7%
orz (Rank 27)2026/08/3152340.0%
midori6127 (Rank 27)2026/08/3051420.0%
ぬるむす_Souledge (Rank 28)2026/08/3032166.7%
allgonnaworkout (Rank 29)2026/08/3041325.0%
・・・・ (Rank 27)2026/08/24330100.0%
ペケ壱 (Rank 30)2026/08/183030.0%
ぴろ (Rank 24)2026/08/1751420.0%
ShieldHolder (Rank 27)2026/07/2943175.0%
김치 (Rank 23)2026/07/2886275.0%
nihikibito (Rank 24)2026/07/2842250.0%
koiwanwan (Rank 23)2026/07/2741325.0%
龍仙人【鬼手仏心】 (Rank 27)2026/07/2531233.3%
HaseMasa (Rank 23)2026/07/2131233.3%
d0ragonryu721435 (Rank 26)2026/06/2231233.3%
ace-heads69 (Rank 27)2026/04/1231233.3%
O-cha_GAMI-san-3 (Rank 26)2026/04/1131233.3%

Round openings

Shun

Career
3,380–3,874 · 46.6%
This season
396 matches · 49.0%
Peak rank
28

First hit in 49.0% of 1,550 rounds. Won 51.2% of the rounds they struck first, 44.9% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 75.0% of rounds, against 64.7% in their other rounds.
  • Against Wolf: attacks straight away in 79.1% of rounds, against 65.5% against everyone else.
  • After winning a round: backs off first in 20.1% of rounds, against 7.4% after losing one.
  • When ahead: backs off first in 21.2% of rounds, against 8.7% when level or behind.
  • In round 1: opens with “offensive move” in 17.4% of rounds, against 5.4% in their other rounds.
  • After losing a round: opens with “1P Haisenchu” in 18.6% of rounds, against 9.4% after winning one.
  • When ahead: opens with “evade up into 6PP Kasen Zenbokushou” in 7.9% of rounds, against 3.5% when level or behind.

How is this tested?

Haisenchu1P19812.6%
offensive move1328.4%
Gyou'in Haishu3P986.2%
punchP885.6%
evade up into Kasen Zenbokushou6PP644.1%
Kousoku Kouhi17P+K+G into Kousoku Kouhi Soushu17P+K+GP+K583.7%
backdash into Rengeki Gakushu46PPP523.3%
Tenshin Souchushou6P+K412.6%
punchP into RengekiPP352.2%
Kasen Chugeki6P into Kasen Zenbokushou6PP301.9%
evade up301.9%
backdash into Gyou'in Haishu3P291.9%
evade down into Kasen Zenbokushou6PP251.6%
evade up into Gyou'in Haishu3P251.6%
backdash into Rensai Gakushu46PP211.3%

174 further openings account for the other 642 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira14–15 · 48%7–10 · 41%too few to test
Wolf15–16 · 48%9–8 · 53%too few to test
Goh7–10 · 41%5–1 · 83%too few to test
Jacky9–6 · 60%4–7 · 36%too few to test
Jeffry5–14 · 26%2–2 · 50%too few to test
Shun6–5 · 55%4–4 · 50%too few to test
Jean6–8 · 43%6–1 · 86%too few to test
Sarah4–12 · 25%1–3 · 25%too few to test
Aoi6–5 · 55%4–5 · 44%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