VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

gotogotoakira

Career matches732
Career win rate52.5%
Round win rate51.4%
Peak rank27
Distinct opponents70
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1424 #2,502 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

Shun2773238434852.5%

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

274 of 451 rounds counted

9.5 inputs a second (570 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun9.5570274

By opponent's character

Akira9.557057
Jacky9.255138
Lei Fei9.356144
Wolf10.764336
Lion8.852517
Kage9.85888
Pai8.852711
Sarah9.657426
Jeffry9.255510
El Blaze8.45067
Aoi8.75224
Brad9.05404
Taka8.45044
Lau10.76444
Vanessa10.46264

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

Akira2215768.2%+18.1
Jacky149564.3%+23.9
Lei Fei112918.2%-32.8
Wolf114736.4%-5.3
Lion94544.4%-22.9
Kage72528.6%-15.8
Pai74357.1%+6.4
Sarah74357.1%+1.1
Jeffry62433.3%-6.6
El Blaze51420.0%-22.7
Shun43175.0%+18.6
Aoi32166.7%+25.8
Brad21150.0%-3.0
Dural21150.0%-12.3
Jean21150.0%+10.8
Taka2020.0%-69.5
Goh110100.0%+32.0
Lau110100.0%+57.9
Vanessa110100.0%+62.9

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

Half Fence148657.1%+19.0
Breakable Half Fence138561.5%+10.7
Open134930.8%-8.4
Full Fence and Open115645.5%-6.9
Low Fence114736.4%-17.0
Single Wall117463.6%+9.5
Breakable Full Fence106460.0%+6.6
Octagon105550.0%-1.0
Full Fence94544.4%-6.2
Rectangle95455.6%+2.3

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
Walls6555.4%49.6%+5.8
No walls3542.9%47.8%-4.9

Walls against open: +10.7 points (95% range -10.3 to +31.8), p 0.317 — 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

kota_mofumofu (Rank 23)2026/10/072020.0%
김치 (Rank 23)2026/09/27440100.0%
K.K.カブキモノ (Rank 23)2026/09/2432166.7%
SpaceKnight (Rank 27)2026/09/242020.0%
prestidigitator0 (Rank 27)2026/07/3032166.7%
dalmax72 (Rank 26)2026/07/1773442.9%
syounai (Rank 29)2026/07/1731233.3%
9779797 (Rank 25)2026/07/172020.0%
jqy911 (Rank 23)2026/07/1732166.7%
桃之助 (Rank 23)2026/07/17220100.0%
gin-chaman (Rank 25)2026/07/0572528.6%
Sinabro (Rank 28)2026/07/0531233.3%
goonies (Rank 24)2026/07/052020.0%
orz (Rank 30)2026/07/0531233.3%
I'mabeginner (Rank 26)2026/06/1521150.0%
NTK_BLACK (Rank 28)2026/06/1521150.0%
トンベリ (Rank 22)2026/05/1532166.7%
AKAI-SUISEI3 (Rank 26)2026/05/062020.0%
spacejamplus (Rank 27)2026/04/2221150.0%
未知前方路Baby (Rank 23)2026/04/22220100.0%
なっちゃんねる (Rank 24)2026/04/06220100.0%
pi-chan_lion (Rank 27)2026/04/0621150.0%
E-BB1 (Rank 25)2026/04/03220100.0%
remiuyu (Rank 28)2026/03/3021150.0%
hayate (Rank 28)2026/03/292020.0%

Round openings

Shun

Career
384–348 · 52.5%
This season
117 matches · 49.6%
Peak rank
27

First hit in 56.5% of 435 rounds. Won 52.0% of the rounds they struck first, 51.9% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 21.1% of rounds, against 11.1% in their other rounds.
  • Against Jacky: backs off first in 85.4% of rounds, against 63.5% against everyone else.
  • After winning a round: backs off first in 75.6% of rounds, against 51.9% after losing one.
  • In round 1: opens with “backdash into 1P Haisenchu” in 12.3% of rounds, against 2.2% in their other rounds.

How is this tested?

backdash into backward movement5211.9%
backdash into evade down4710.8%
crouch into Haisenchu1P245.5%
backdash into Haisenchu1P214.8%
backdash into Kasen Gyou'in6P+K+G204.6%
punchP into RengekiPP184.1%
backdash173.9%
backdash into Haisenchu Kaikakyaku1PK173.9%
backdash into guardG163.7%
backdash into punchP163.7%
punchP into Chougeki RigoutaiPK163.7%
Kasen Chugeki6P into Kasen Zenbokushou6PP122.8%
crouch into Shoushi Outeki1P+K112.5%
backdash into Fukuchougeki2P102.3%
backdash into Rensai Gakushu46PP92.1%

70 further openings account for the other 131 rounds.

Counted from 114 of the 117 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
Akira6–3 · 67%4–2 · 67%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.

3 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 (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: 4 of 17 tests hold up