VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

GoldenBoko

Career matches3,041
Career win rate49.7%
Round win rate49.4%
Peak rank30
Distinct opponents90
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1514 #1,912 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

Shun303,0411,5121,52949.7%

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

1,507 of 2,021 rounds counted

8.0 inputs a second (481 a minute) this season. Faster than 71% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun8.04811,507

By opponent's character

Jacky8.2490113
Akira8.1486242
Pai8.1484167
Sarah8.2492142
Lei Fei7.7460120
Vanessa7.645974
Kage8.047987
Aoi8.2491127
Eileen8.0477105
Brad8.048133
Lau8.148355
El Blaze8.349937
Jean7.746141
Lion8.048058
Shun7.947254
Wolf7.645621
Jeffry7.645320
Goh7.14263
Dural7.94758

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

Jacky66372956.1%+9.4
Akira63382560.3%+5.4
Pai49252451.0%+0.6
Sarah49222744.9%-6.3
Lei Fei45222348.9%+0.2
Vanessa34161847.1%+5.3
Kage32112134.4%+1.0
Aoi31211067.7%+12.4
Eileen27131448.1%-10.3
Brad26101638.5%-10.0
Lau1851327.8%-16.6
El Blaze156940.0%-17.7
Jean1411378.6%+14.7
Lion146842.9%-10.5
Shun146842.9%+0.6
Wolf83537.5%-14.8
Jeffry62433.3%-7.4
Goh550100.0%+19.6
Dural2020.0%-46.0

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

Breakable Full Fence73413256.2%+4.4
Low Fence58273146.5%-2.8
Full Fence57282949.1%+3.1
Open55352063.6%+18.5
Breakable Half Fence49242549.0%+0.1
Octagon49242549.0%-2.1
Single Wall47291861.7%+5.7
Rectangle43192444.2%-7.7
Half Fence36102627.8%-20.1
Full Fence and Open3192229.0%-20.2

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
Walls30747.6%49.6%-2.1
No walls16056.9%50.6%+6.3

Walls against open: -8.4 points (95% range -18.9 to +2.1), p 0.117 — 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

seedash (Rank 33)2026/09/272271531.8%
Da-Goat-Pawn (Rank 30)2026/09/18168850.0%
VectorMan- (Rank 35)2026/09/171441028.6%
Gold---Mole (Rank 27)2026/09/17117463.6%
The8thOne (Rank 27)2026/09/17116554.5%
TTownTony (Rank 26)2026/08/182471729.2%
Wodin (Rank 27)2026/08/182113861.9%
YesShifuStan (Rank 26)2026/08/1832191359.4%
LethalLegendK (Rank 29)2026/08/1772528.6%
Blackmore2323 (Rank 28)2026/08/1773442.9%
OmegaBankai (Rank 28)2026/08/0585362.5%
RapidKill (Rank 32)2026/08/05158753.3%
OpportunestTv_YT (Rank 26)2026/07/261981142.1%
Jiikae (Rank 31)2026/07/17136746.1%
xChimerax (Rank 28)2026/06/2572528.6%
NoOneSpecific (Rank 30)2026/06/2494544.4%
JJFGCSerna (Rank 27)2026/06/1664266.7%
Kingbison (Rank 26)2026/06/1675271.4%
j_remover (Rank 30)2026/06/13104640.0%
fivey70 (Rank 26)2026/06/12127558.3%
STOPMOTION (Rank 26)2026/06/1276185.7%
bighorny (Rank 27)2026/05/16138561.5%
HangryMunch (Rank 26)2026/05/161210283.3%
xBKLYNxKIDDx (Rank 26)2026/05/151610662.5%
onuelito (Rank 36)2026/05/15102820.0%

Round openings

Shun

Career
1,512–1,529 · 49.7%
This season
518 matches · 50.0%
Peak rank
30

First hit in 50.2% of 2,012 rounds. Won 51.8% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 36.2% of rounds, against 28.5% in their other rounds.
  • On Breakable Half Fence stages: waits first in 5.6% of rounds, against 1.6% on the other stages.
  • After losing a round: opens with “1P Haisenchu into 1PK Haisenchu Kaikakyaku” in 10.0% of rounds, against 3.1% after winning one.
  • When behind: opens with “1P Haisenchu” in 11.9% of rounds, against 4.7% when ahead or level.

How is this tested?

backdash into offensive move24812.3%
Haisenchu1P1768.7%
Haisenchu1P into Haisenchu Kaikakyaku1PK1406.9%
Kasen Chugeki6P into Kasen Zenbokushou6PP1095.4%
offensive move into Honshin TankaP+K733.6%
crouch dash back into Gyou'in Haishu3P703.5%
Rensai Gakushu46PP into Rengeki Gakushu46PPP643.2%
offensive move512.5%
backdash into Honshin TankaP+K462.3%
punchP into RengekiPP462.3%
Asen Kaikyaku44K391.9%
Tenshin Haishu4P into punchP361.8%
Tenshin Haishu4P into Gyou'inshuP+K+G351.7%
backward movement into Kasen Zenbokushou6PP341.7%
Tenshin Souchushou6P+K into Honshin TankaP+K321.6%

223 further openings account for the other 823 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky22–17 · 56%12–6 · 67%too few to test
Akira25–14 · 64%11–8 · 58%too few to test
Pai14–12 · 54%6–4 · 60%too few to test
Sarah10–21 · 32%10–4 · 71%too few to test
Lei Fei12–16 · 43%8–7 · 53%too few to test
Vanessa9–13 · 41%7–3 · 70%too few to test
Kage0–10 · 0%11–11 · 50%too few to test
Aoi13–4 · 76%7–3 · 70%too few to test
Eileen8–11 · 42%3–2 · 60%too few to test
Brad8–14 · 36%0–2 · 0%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 (18 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 18 tests hold up