VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

sinsig22

Career matches2,941
Career win rate49.4%
Round win rate47.9%
Peak rank30
Distinct opponents110
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1532 #1,799 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

Shun302,9411,4541,48749.4%

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

1,254 of 1,408 rounds counted

9.0 inputs a second (540 a minute) this season. Faster than 87% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun9.05401,254

By opponent's character

Akira8.5508151
Jacky9.2550155
Jeffry9.3559143
Aoi9.355691
Goh8.852692
Sarah8.953669
Jean9.154781
Pai9.054251
Wolf9.456473
Lau9.154476
Shun8.852540
Taka9.456542
Brad9.255021
Dural8.853135
Kage8.450733
El Blaze9.255227
Lei Fei8.953722
Eileen8.651625
Lion8.752322
Vanessa8.45065

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

Akira42261661.9%+13.0
Jacky40182245.0%-1.4
Jeffry35112431.4%-14.8
Aoi31161551.6%+2.3
Goh24121250.0%+8.5
Sarah23111247.8%+1.8
Jean2271531.8%-15.2
Pai20101050.0%-5.1
Wolf1971236.8%-8.0
Lau178947.1%+5.2
Shun135838.5%-2.2
Taka103730.0%-12.7
Brad93633.3%-13.5
Dural93633.3%-4.8
Kage96366.7%+12.2
El Blaze62433.3%-14.2
Lei Fei660100.0%+48.7
Eileen52340.0%+1.4
Lion54180.0%+31.5
Vanessa110100.0%+51.2

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 Wall50222844.0%-2.8
Full Fence39192048.7%+0.1
Rectangle38152339.5%-4.3
Half Fence36171947.2%+1.5
Breakable Half Fence32151746.9%-6.5
Breakable Full Fence30102033.3%-10.7
Low Fence30181260.0%+17.4
Octagon27141351.9%+5.1
Open25141156.0%+6.1
Full Fence and Open22101245.5%+1.2

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20244.6%46.8%-2.2
No walls10551.4%46.7%+4.8

Walls against open: -7.0 points (95% range -18.6 to +4.6), p 0.237 — 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

PKG (Rank 29)2026/09/1892722.2%
DDaDDai (Rank 30)2026/09/161531220.0%
BANANA (Rank 30)2026/09/16124833.3%
カプリッチョ (Rank 26)2026/09/1454180.0%
LEO (Rank 31)2026/09/1492722.2%
Bird-Tat (Rank 33)2026/09/0952340.0%
무파ZeroBlue (Rank 34)2026/09/094040.0%
nourusu (Rank 27)2026/09/0754180.0%
fwnd1396 (Rank 30)2026/09/0542250.0%
たけぞう (Rank 33)2026/09/0353260.0%
windowkhs (Rank 29)2026/09/0252340.0%
stagedestroyer (Rank 29)2026/08/3054180.0%
hahaha (Rank 28)2026/08/29167943.8%
orz (Rank 28)2026/08/282381534.8%
elf4sale (Rank 30)2026/08/2782625.0%
タマゴン(GTR) (Rank 30)2026/08/2673442.9%
rosenkim (Rank 31)2026/08/2383537.5%
Kwiitter_KR (Rank 30)2026/08/2341325.0%
Sinabro (Rank 30)2026/08/2242250.0%
m01ch1 (Rank 30)2026/08/2241325.0%
juste (Rank 27)2026/07/2454180.0%
pallmtree (Rank 28)2026/07/1943175.0%
seobin_papa (Rank 29)2026/07/0672528.6%
cass+tera (Rank 26)2026/04/0641325.0%
【揺るがぬ般若】Savann (Rank 27)2026/04/0386275.0%

Round openings

Shun

Career
1,454–1,487 · 49.4%
This season
346 matches · 46.5%
Peak rank
30

First hit in 44.2% of 1,406 rounds. Won 49.2% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

  • Against Sarah: attacks straight away in 62.4% of rounds, against 47.9% against everyone else.
  • After losing a round: waits first in 45.4% of rounds, against 25.7% after winning one.
  • When behind: waits first in 46.3% of rounds, against 29.2% when ahead or level.
  • On 1–4 drinks: waits first in 50.6% of rounds, against 33.1% on other drink counts.
  • In round 2: opens with “crouch into 1P Haisenchu” in 20.8% of rounds, against 13.9% in their other rounds.
  • Against Akira: opens with “4K+G Honshin Rensenkyaku” in 18.4% of rounds, against 9.4% against everyone else.
  • After opening the round before with “crouch into 1P Haisenchu”: opens with “offensive move” in 19.4% of rounds, against 11.4% after anything else.
  • After losing a round: opens with “crouch into 1P Haisenchu” in 27.0% of rounds, against 7.8% after winning one.
  • When behind: opens with “crouch into 1P Haisenchu” in 26.0% of rounds, against 11.7% when ahead or level.
  • On 1–4 drinks: opens with “crouch into 1P Haisenchu” in 29.7% of rounds, against 15.4% on other drink counts.

How is this tested?

crouch into Haisenchu1P22015.6%
offensive move15511.0%
Honshin Rensenkyaku4K+G14810.5%
crouch into Fukuchougeki2P1238.7%
offensive move into evade down473.3%
evade down423.0%
guardG382.7%
Tanhi ChougekiK+G into OusoushuK+GP322.3%
Koushinhi4P+K+G302.1%
kickK into Renhi ChougekiKK251.8%
crouch into Haisenchu Kaikakyaku1PK241.7%
evade down into Koushu Rentai1KK241.7%
punchP into Chougeki RigoutaiPK211.5%
evade up into Tenshin Souchushou6P+K191.4%
crouch into Gyou'in Haishu3P171.2%

134 further openings account for the other 444 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira17–6 · 74%7–6 · 54%too few to test
Jacky9–11 · 45%7–8 · 47%too few to test
Jeffry6–12 · 33%1–8 · 11%too few to test
Aoi7–6 · 54%9–5 · 64%too few to test
Goh4–7 · 36%8–5 · 62%too few to test
Sarah9–7 · 56%2–4 · 33%too few to test
Jean5–11 · 31%2–3 · 40%too few to test
Pai5–7 · 42%3–0 · 100%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: 10 of 17 tests hold up