VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

76561198307652204

  • Jeffry
  • Jacky
  • Akira
  • Pai
Career matches3,233
Career win rate53.5%
Round win rate54.0%
Peak rank35
Distinct opponents116
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1700 #806 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

Shun341,64787377453.0%
Akira3262331830551.0%
Jacky3347125521654.1%
Jeffry3544225318957.2%
Pai2743281565.1%
Kage—71614.3%

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

234 of 895 rounds counted

6.2 inputs a second (370 a minute) this season. Faster than 22% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry5.633516
Jacky6.1367147
Akira6.438366
Shun6.23725

By opponent's character

Jacky6.539132
Akira6.539313
Wolf5.734421
Vanessa6.438218
Brad5.73429
El Blaze5.93523
Aoi6.639613
Jean5.93538
Lion6.13684
Sarah5.734018
Lau6.53879
Lei Fei5.73448
Pai6.538725
Kage5.935613
Shun6.237413
Eileen6.03629
Goh6.03625
Taka6.03609
Dural6.03624

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

Jacky2416866.7%+6.7
Akira2112957.1%+0.8
Wolf2115671.4%+10.5
Vanessa1910952.6%-9.0
Brad1610662.5%+3.5
El Blaze158753.3%+3.9
Aoi126650.0%-10.4
Jean128466.7%+4.0
Lion107370.0%+12.9
Sarah106460.0%+7.6
Lau95455.6%-6.7
Lei Fei95455.6%-1.3
Pai84450.0%-4.6
Jeffry7070.0%-50.2
Kage75271.4%+18.5
Shun72528.6%-25.3
Eileen64266.7%+4.2
Goh42250.0%-6.8
Taka21150.0%+2.0
Dural110100.0%+56.7

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

Octagon28161257.1%-4.8
Half Fence26151157.7%+2.5
Breakable Full Fence24141058.3%-1.5
Rectangle24141058.3%+7.9
Single Wall22111150.0%-7.1
Breakable Half Fence2013765.0%+4.8
Full Fence1911857.9%-0.7
Open1991047.4%-14.8
Full Fence and Open1813572.2%+13.2
Low Fence127558.3%+6.9

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
Walls14158.9%57.8%+1.1
No walls5350.9%57.0%-6.0

Walls against open: +7.1 points (95% range -9.7 to +24.0), p 0.408 — 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

BigBoin (Rank 32)2026/09/1543175.0%
躑躅 (Rank 36)2026/09/1432166.7%
Black-Swan104-_- (Rank 32)2026/09/1432166.7%
ま~く (Rank 32)2026/09/1343175.0%
あいりく (Rank 35)2026/09/0342250.0%
negipy (Rank 29)2026/09/0331233.3%
太鼓の別人/TaikoStrike (Rank 32)2026/06/1243175.0%
五寸釘くん (Rank 34)2026/06/1242250.0%
ぷこ (Rank 33)2026/06/1252340.0%
Nox (Rank 27)2026/05/11330100.0%
イヴァ(Iva-chan) (Rank 25)2026/05/1131233.3%
B.S.R-JP (Rank 30)2026/05/1132166.7%
こうちゃん(`ー´)ノ (Rank 28)2026/05/1132166.7%
かべごん (Rank 31)2026/05/1031233.3%
Sore (Rank 33)2026/05/1031233.3%
さみぃ_ANTARES (Rank 32)2026/05/103030.0%
ゲッパー (Rank 36)2026/05/0932166.7%
浅川サナタ@ようつべ (Rank 30)2026/05/0632166.7%
黒シャツ (Rank 31)2026/05/0665183.3%
ちょいそる (Rank 30)2026/05/06330100.0%
はなこ (Rank 29)2026/04/2032166.7%
ガリバー (Rank 30)2026/04/19440100.0%
けいすけ新宿 (Rank 30)2026/04/1832166.7%
Hi:D (Rank 34)2026/04/1843175.0%
poco/ぽこ (Rank 32)2026/04/1532166.7%

Round openings

Every character

Overblow Shoulder66P+K10011.2%
Dash Hammer Kick66K758.4%
forward dash into evade up697.7%
Rimon Chouchu66P515.7%
Middle Hell Stab6P+K364.0%
Senzankou66P+K into throwP+G364.0%
forward movement into punchP353.9%
Overblow Shoulder66P+K into throwP+G262.9%
forward movement into Double KnucklePP242.7%
Tsunami Beat3K+G212.3%
evade down into throwP+G192.1%
Middle Spin Kick46K+G182.0%
crouch dash forward into throwP+G171.9%
forward dash into throwP+G171.9%
Low Spin Kick1K+G121.3%

163 further openings account for the other 340 rounds.

Jeffry

Career
253–189 · 57.2%
This season
110 matches · 61.8%
Peak rank
35

First hit in 42.0% of 448 rounds. Won 63.8% of the rounds they struck first, 51.5% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 71.8% of rounds, against 43.5% in their other rounds.
  • Against Akira: moves in first in 59.6% of rounds, against 35.4% against everyone else.
  • After opening the round before by moving in: moves in first in 56.6% of rounds, against 37.2% after anything else.
  • In round 1: opens with “66P+K Overblow Shoulder” in 34.5% of rounds, against 18.3% in their other rounds.
  • Against Wolf: opens with “forward movement into PP Double Knuckle” in 18.0% of rounds, against 3.8% against everyone else.

How is this tested?

Overblow Shoulder66P+K10022.3%
forward dash into evade up388.5%
Middle Hell Stab6P+K368.0%
Overblow Shoulder66P+K into throwP+G265.8%
forward movement into Double KnucklePP245.4%
Tsunami Beat3K+G214.7%
crouch dash forward into throwP+G153.4%
evade down into throwP+G153.4%
forward movement into punchP132.9%
forward dash into Kenka Hook46P112.5%
Tsunami Beat3K+G into forward dash92.0%
forward dash into throwP+G92.0%
crouch dash forward into guardG71.6%
evade down into Elbow Butt6P71.6%
evade down into guardG61.3%

68 further openings account for the other 111 rounds.

Jacky

Career
255–216 · 54.1%
This season
52 matches · 59.6%
Peak rank
33

First hit in 46.1% of 217 rounds. Won 60.0% of the rounds they struck first, 48.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K7534.2%
Middle Spin Kick46K+G188.2%
Low Spin Kick1K+G125.5%
forward dash into evade up125.5%
backward movement into Groin Kick6K+G115.0%
crouch into Low Spin Kick1K+G104.6%
forward movement into punchP83.6%
forward dash into throwP+G73.2%
forward dash into Low Spin Kick1K+G52.3%
crouch dash forward into Beat & Back KnuckleP+KP41.8%
Step-in Middle Kick66K+G into backward movement31.4%
evade down into Smash Straight3P31.4%
forward movement into evade up31.4%
Low Spin Kick1K+G into evade down20.9%
Slant Back Knuckle1P20.9%

36 further openings account for the other 44 rounds.

Akira

Career
318–305 · 51.0%
This season
33 matches · 42.4%
Peak rank
32

First hit in 56.5% of 131 rounds. Won 51.4% of the rounds they struck first, 33.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P5138.6%
Senzankou66P+K into throwP+G3627.3%
forward dash into evade up118.3%
forward dash into Jouho Senshou46P53.8%
Chouyoushu1P32.3%
crouch dash forward into Youhou33P32.3%
Senzankou66P+K21.5%
forward dash into Jouho Touken6P21.5%
forward dash into Senzankou66P+K21.5%
forward movement into punchP21.5%
Geimon Tessen46P+K+G10.8%
Jouho Senshou46P10.8%
Kaikyusei4P into Jirou Tanzan4PP+K10.8%
Rimon Chouchu66P into forward dash10.8%
Yakuho Chouchu666P into evade down10.8%

10 further openings account for the other 10 rounds.

Pai

Career
28–15 · 65.1%
This season
22 matches · 54.5%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into Souanshou3P+K1011.8%
crouch into down-back kick1K1011.8%
forward movement into punchP910.6%
forward dash into evade up78.2%
Senchuken6P55.9%
Sensaitai2K into Renka Sentai2KK44.7%
evade down into crouch dash forward33.5%
Honshin Soukyaku1K+G22.4%
Kochoukyaku4K+G22.4%
crouch dash forward into guardG22.4%
crouch into Ensei Haikyaku4K22.4%
crouch into Honshin Soukyaku1K+G22.4%
down-back kick1K22.4%
evade down into Souanshou3P+K22.4%
evade down into throwP+G22.4%

20 further openings account for the other 21 rounds.

Shun

Career
873–774 · 53.0%
This season
3 matches · 66.7%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP325.0%
Haisenchu1P into Haisenchu Kaikakyaku1PK216.7%
Fukuchougeki2P into Koushu Katai1K18.3%
Gyou'in Haishu3P18.3%
crouch dash forward into Kasen Zenbokushou6PP18.3%
crouch into Fukuchougeki2P18.3%
crouch into Haisenchu Kaikakyaku1PK18.3%
forward dash into evade up18.3%
punchP into RengekiPP18.3%

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 (15 here; about 0.8 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

  • Jeffry: 5 of 15 tests hold up
  • Jacky: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Shun: not tested (too few rounds)