VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

<ㅑㅇ~<ㅑㅇ~<ㅑJ

Career matches17,341
Career win rate51.4%
Round win rate50.7%
Peak rank42
Distinct opponents236
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1917 #106 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

Shun4217,3418,9048,43751.4%

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

3,544 of 4,269 rounds counted

8.4 inputs a second (506 a minute) this season. Faster than 79% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun8.45063,544

By opponent's character

Akira8.6517515
Vanessa8.3497364
Lau8.4503248
Shun8.8530289
Kage8.4506286
Jacky8.2494268
Lion8.5512206
Brad8.3499202
Sarah8.2493157
Jeffry8.349796
El Blaze8.5507139
Taka8.5508132
Lei Fei8.450383
Wolf8.752474
Goh8.4501103
Pai8.249592
Aoi8.450784
Jean8.349686
Eileen8.350181
Dural8.249439

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

Akira142746852.1%+1.0
Vanessa131725955.0%+8.5
Lau85503558.8%+3.2
Shun77473061.0%+9.1
Kage76354146.0%-8.8
Jacky69373253.6%+1.7
Lion58283048.3%-0.8
Brad54302455.6%-0.3
Sarah52331963.5%+9.9
Jeffry41221953.7%-4.8
El Blaze38211755.3%+1.3
Taka38112728.9%-24.2
Lei Fei34191555.9%+7.7
Wolf34171750.0%-5.7
Goh30181260.0%+6.2
Pai30102033.3%-19.8
Aoi29181162.1%+6.9
Jean2491537.5%-22.0
Eileen2011955.0%+7.2
Dural123925.0%-32.6

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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 Fence121606149.6%-2.7
Breakable Half Fence117665156.4%+5.2
Open117605751.3%-2.2
Single Wall113664758.4%+6.2
Half Fence109575252.3%-2.0
Full Fence102534952.0%-1.8
Low Fence102574555.9%+4.5
Octagon100475347.0%-4.7
Rectangle91424946.1%-6.1
Full Fence and Open51302158.8%+5.6

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
Walls64050.8%52.4%-1.6
No walls33255.1%52.7%+2.5

Walls against open: -4.1 points (95% range -10.9 to +2.7), p 0.234 — 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

自作マニア@むめい。 (Rank 39)2026/10/092215768.2%
iiv272 (Rank 40)2026/10/089090.0%
デネ (Rank 41)2026/10/08145935.7%
ちび太☆らふぁ~る (Rank 41)2026/10/08134930.8%
주진우,내시같이생긴게... (Rank 39)2026/10/0827151255.6%
陰キャチー牛くそ眼鏡 (Rank 41)2026/10/0642202247.6%
Tokkovanessa_VF (Rank 42)2026/10/0643222151.2%
STAGEW(ON)@스테이지원 (Rank 39)2026/10/0228181064.3%
ひかる (Rank 40)2026/09/171661037.5%
ncub5030 (Rank 38)2026/09/17103730.0%
愛蒔らぶり (Rank 41)2026/09/092014670.0%
VF12360-PC (Rank 37)2026/09/052721677.8%
拳四郎 (Rank 38)2026/09/051410471.4%
硬め濃いめ少なめお米 (Rank 42)2026/09/031221016.7%
伊藤カイジ系【智也】 (Rank 42)2026/09/0397277.8%
stepan_BVFA (Rank 37)2026/09/03168850.0%
sarurou-youtube (Rank 38)2026/08/2597277.8%
jijitax4 (Rank 37)2026/08/25107370.0%
シエロJ (Rank 42)2026/07/2993633.3%
CoCoSyrup (Rank 41)2026/07/291812666.7%
指無しライダー (Rank 42)2026/07/02102820.0%
pesonkun0519 (Rank 41)2026/06/27106460.0%
しょべるん (Rank 38)2026/06/2596366.7%
たまつばき (Rank 40)2026/06/10117463.6%
ごうくんまん (Rank 38)2026/05/08134930.8%

Round openings

Shun

Career
8,904–8,437 · 51.4%
This season
1,074 matches · 52.6%
Peak rank
42

First hit in 56.4% of 4,020 rounds. Won 51.9% of the rounds they struck first, 49.1% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 12.2% of rounds, against 4.7% in their other rounds.
  • Against Vanessa: attacks straight away in 44.0% of rounds, against 34.0% against everyone else.
  • After opening the round before by moving in: moves in first in 17.2% of rounds, against 3.7% after anything else.
  • After winning a round: backs off first in 52.9% of rounds, against 45.7% after losing one.
  • When behind: moves in first in 7.4% of rounds, against 3.1% when ahead or level.
  • On 1–4 drinks: moves in first in 12.0% of rounds, against 3.9% on other drink counts.
  • In round 1: opens with “crouch dash back into 3P Gyou'in Haishu” in 16.9% of rounds, against 2.2% in their other rounds.
  • Against Lion: opens with “crouch dash back into 3P Gyou'in Haishu” in 14.9% of rounds, against 5.5% against everyone else.
  • After opening the round before with “crouch dash back into 3P Gyou'in Haishu”: opens with “crouch dash back into 3P Gyou'in Haishu” in 7.9% of rounds, against 1.8% after anything else.
  • After losing a round: opens with “1P Haisenchu into 1PK Haisenchu Kaikakyaku” in 9.0% of rounds, against 1.5% after winning one.
  • When behind: opens with “1P Haisenchu into 1PK Haisenchu Kaikakyaku” in 9.6% of rounds, against 2.1% when ahead or level.
  • On no drinks: opens with “backdash into 3P Gyou'in Haishu” in 7.5% of rounds, against 1.1% on other drink counts.

How is this tested?

Haisenchu1P into Haisenchu Kaikakyaku1PK2586.4%
crouch dash back into Gyou'in Haishu3P2405.9%
backdash into Gyoushintai3K2155.3%
backdash into Gyou'in Haishu3P1964.8%
Getsuga Gakushu46P1804.5%
Getsuga Gakushu46P into Honshin TankaP+K1804.5%
backdash into Getsuga Gakushu46P1704.2%
Haisenchu1P into guardG1674.1%
crouch into Gyou'in Haishu3P1634.0%
backdash into evade down1423.5%
backdash into Kasen Gyou'in6P+K+G1353.3%
backward movement into Getsuga Gakushu46P1283.2%
crouch dash back into Kasen Chugeki6P1213.0%
forward dash into Chubu Soutenkyaku66K1192.9%
crouch into Haisenchu1P1092.7%

183 further openings account for the other 1,522 rounds.

Counted from 1,015 of the 1,074 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
Akira40–45 · 47%17–15 · 53%-5.4
Vanessa37–33 · 53%23–21 · 52%too few to test
Lau40–26 · 61%8–5 · 62%too few to test
Shun26–19 · 58%18–8 · 69%too few to test
Kage17–20 · 46%12–17 · 41%too few to test
Jacky18–14 · 56%17–12 · 59%too few to test
Sarah14–11 · 56%10–5 · 67%too few to test
Brad13–14 · 48%14–6 · 70%too few to test
Lion12–10 · 55%10–8 · 56%too few to test
Jeffry17–13 · 57%5–3 · 62%too few to test
Taka6–16 · 27%4–6 · 40%too few to test
El Blaze9–10 · 47%6–5 · 55%too few to test
Wolf6–12 · 33%6–5 · 55%too few to test
Lei Fei13–10 · 57%2–3 · 40%too few to test
Pai7–10 · 41%1–9 · 10%too few to test
Aoi12–7 · 63%4–3 · 57%too few to test
Goh5–6 · 45%9–5 · 64%too few to test
Eileen5–4 · 56%4–5 · 44%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.

59 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 (19 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: 12 of 19 tests hold up