VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

mitorakujo

Career matches8,436
Career win rate47.2%
Round win rate49.1%
Peak rank29
Distinct opponents539
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1375 #2,780 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

Shun298,4363,9814,45547.2%

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

4,969 of 5,848 rounds counted

7.4 inputs a second (445 a minute) this season. Faster than 57% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.44454,969

By opponent's character

Jacky7.3439584
Akira7.5450539
Aoi7.3438351
Wolf7.7460360
Pai7.5447297
Goh7.4445278
Shun7.9472290
Sarah7.3440257
Kage7.2430210
Brad7.1425228
Lion7.7462190
Vanessa7.5450211
Jeffry7.4443207
Lau7.3441196
Jean7.2432186
El Blaze7.4446163
Eileen7.3437136
Taka7.7460141
Lei Fei6.8411125
Dural7.545220

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

Jacky162788448.1%-1.3
Akira154817352.6%+5.1
Aoi103574655.3%+3.2
Wolf97415642.3%-6.0
Pai93444947.3%+0.6
Goh88414746.6%-0.9
Shun83414249.4%+0.4
Sarah76383850.0%+2.9
Kage70363451.4%+4.5
Brad66363054.5%+8.5
Lion65333250.8%+0.9
Vanessa65273841.5%-7.1
Jeffry59194032.2%-15.2
Lau58273146.5%-0.5
Jean52223042.3%-4.8
El Blaze51232845.1%-1.7
Eileen40172342.5%-2.7
Taka36181850.0%+5.0
Lei Fei35191654.3%+11.8
Dural5050.0%-42.1

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Open173799445.7%-1.9
Full Fence159788149.1%+1.1
Breakable Half Fence153906358.8%+10.3
Rectangle146539336.3%-11.2
Breakable Full Fence143657845.5%-2.8
Single Wall143826157.3%+10.6
Low Fence137558240.1%-9.3
Octagon136746254.4%+5.7
Half Fence131567542.8%-5.3
Full Fence and Open59283147.5%-0.1

3 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
Walls86847.9%48.1%-0.2
No walls45347.7%47.8%-0.2

Walls against open: -0.1 points (95% range -5.6 to +5.5), p 0.987 — 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

TAIDADA (Rank 26)2026/10/17106460.0%
sby (Rank 27)2026/10/1683537.5%
gimoring (Rank 29)2026/10/1595455.6%
MNDZ (Rank 30)2026/10/1583537.5%
level_1173 (Rank 27)2026/10/12116554.5%
nora-tanuki07 (Rank 27)2026/10/1171614.3%
ターム (Rank 26)2026/10/1095455.6%
TAPIOKA (Rank 30)2026/10/1072528.6%
moka (Rank 28)2026/10/101881044.4%
Super-J-McWild (Rank 26)2026/10/0984450.0%
tamaneen (Rank 32)2026/10/087070.0%
GWO (Rank 25)2026/10/061410471.4%
a_h_i_k_o (Rank 27)2026/10/0694544.4%
たか (Rank 30)2026/10/0284450.0%
zxyzguy (Rank 26)2026/09/30107370.0%
gta4vcs (Rank 29)2026/09/2891811.1%
miso_kobe24 (Rank 25)2026/09/2895455.6%
arafif-50 (Rank 30)2026/09/1593633.3%
BANANA (Rank 31)2026/09/157070.0%
Akagera_forest-K (Rank 26)2026/09/0283537.5%
sentakuya_k (Rank 31)2026/08/3183537.5%
tomi79_1820 (Rank 26)2026/08/2985362.5%
nidone_55 (Rank 26)2026/08/1794544.4%
xXsoul-childXx (Rank 26)2026/07/0373442.9%
なっちゃんねる (Rank 24)2026/06/1085362.5%

Round openings

Shun

Career
3,981–4,455 · 47.2%
This season
1,458 matches · 47.9%
Peak rank
29

First hit in 61.6% of 4,948 rounds. Won 51.1% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 64.9% of rounds, against 33.6% in their other rounds.
  • Against Aoi: backs off first in 7.9% of rounds, against 4.0% against everyone else.
  • After losing a round: waits first in 54.7% of rounds, against 12.3% after winning one.
  • When behind: waits first in 51.9% of rounds, against 22.0% when ahead or level.
  • On 10–14 drinks: attacks straight away in 71.2% of rounds, against 55.0% on other drink counts.
  • In round 1: opens with “crouch into 3P Gyou'in Haishu” in 30.2% of rounds, against 11.2% in their other rounds.
  • Against Lei Fei: opens with “6P+K Tenshin Souchushou” in 16.5% of rounds, against 3.8% against everyone else.
  • After opening the round before with “crouch into 1P Haisenchu”: opens with “offensive move” in 9.5% of rounds, against 6.4% after anything else.
  • After losing a round: opens with “crouch into 3P Gyou'in Haishu” in 20.0% of rounds, against 2.4% after winning one.
  • When behind: opens with “crouch into 3P Gyou'in Haishu” in 19.2% of rounds, against 6.0% when ahead or level.
  • On 1–4 drinks: opens with “crouch into 3P Gyou'in Haishu” in 18.3% of rounds, against 10.3% on other drink counts.

How is this tested?

crouch into Haisenchu1P93618.9%
crouch into Gyou'in Haishu3P79316.0%
offensive move2685.4%
Tenshin Souchushou6P+K2064.2%
punchP into Chougeki RigoutaiPK2034.1%
offensive move into guardG1643.3%
punchP1533.1%
Haisenchu1P into Haisenchu Kaikakyaku1PK1292.6%
Koushinhi4P+K+G into Koushinhi Fusshu4P+K+GP1202.4%
Gyou'in Haishu3P1192.4%
Rensai Gakushu46PP into Rengeki Gakushu46PPP1162.3%
Tenshin Haishu4P into Rengeki Gakushu46PPP1062.1%
punchP into RengekiPP1012.0%
backdash into offensive move801.6%
Kasen Chugeki6P into Kasen Zenbokushou6PP661.3%

230 further openings account for the other 1,404 rounds.

Counted from 1,238 of the 1,458 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
Jacky37–38 · 49%20–17 · 54%-8.2
Akira34–43 · 44%24–11 · 69%-19.3
Aoi25–26 · 49%20–10 · 67%-16.9
Wolf16–27 · 37%15–23 · 39%+1.2
Pai26–18 · 59%11–22 · 33%+21.2
Shun24–28 · 46%10–7 · 59%too few to test
Goh22–24 · 48%11–6 · 65%too few to test
Sarah15–15 · 50%13–14 · 48%too few to test
Kage27–21 · 56%4–6 · 40%too few to test
Brad15–12 · 56%16–9 · 64%too few to test
Lion21–14 · 60%3–9 · 25%too few to test
Jeffry10–20 · 33%3–11 · 21%too few to test
Vanessa12–10 · 55%12–15 · 44%too few to test
Lau14–11 · 56%7–13 · 35%too few to test
Jean6–17 · 26%11–7 · 61%too few to test
El Blaze13–16 · 45%5–5 · 50%too few to test
Eileen8–13 · 38%4–7 · 36%too few to test
Lei Fei13–10 · 57%2–4 · 33%too few to test
Taka9–7 · 56%6–5 · 55%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.

220 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 (20 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: 11 of 20 tests hold up