VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Shun

ツッチー

Career matches362
Career win rate56.1%
Round win rate50.5%
Peak rank27
Distinct opponents29
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1368 #2,822 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

Shun2736220315956.1%

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

281 of 281 rounds counted

7.6 inputs a second (454 a minute) this season. Faster than 61% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.6454281

By opponent's character

Akira7.645765
Lau7.444431
Wolf7.645426
Eileen7.745923
Kage7.544722
El Blaze8.047717
Jacky7.846518
Vanessa7.243411
Brad8.048213
Jeffry7.444612
Pai7.34389
Sarah6.337810
Goh7.343810
Jean8.75227
Lion8.75203
Shun7.84694

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

Akira1610662.5%-2.5
Lau93633.3%-19.9
Wolf64266.7%+18.2
Eileen54180.0%+24.3
Kage53260.0%+12.8
El Blaze42250.0%+12.6
Jacky42250.0%+16.6
Vanessa4040.0%-17.2
Brad330100.0%+29.7
Jeffry3030.0%-46.0
Pai31233.3%-27.6
Sarah31233.3%-38.3
Goh2020.0%-62.4
Jean220100.0%+64.5
Lion110100.0%+50.5
Shun110100.0%+52.6

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

Octagon128466.7%-1.7
Breakable Half Fence114736.4%-15.8
Rectangle95455.6%+4.7
Breakable Full Fence84450.0%+18.8
Full Fence64266.7%+14.7
Half Fence63350.0%+5.7
Low Fence64266.7%+13.8
Full Fence and Open51420.0%-31.0
Single Wall330100.0%+37.6
Open2020.0%-64.5

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
Walls5253.8%51.6%+2.3
No walls1163.6%58.3%+5.3

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

ぽこぺん太@能登VF部 (Rank 27)2026/10/1154180.0%
けいすけ新宿 (Rank 24)2026/10/1074357.1%
愛蒔らぶり (Rank 40)2026/10/072020.0%
jiwoonpk (Rank 30)2026/10/0742250.0%
somelight (Rank 26)2026/10/05110100.0%
兀庵☆ (Rank 27)2026/09/29110100.0%
陰キャチー牛くそメガ (Rank 42)2026/09/292020.0%
jinmenusagi (Rank 43)2026/09/292020.0%
twinsshine (Rank 27)2026/09/272020.0%
筋トレ職人 (Rank 29)2026/09/271010.0%
無槪念野獸/무개념야수 (Rank 26)2026/09/241010.0%
Handive (Rank 30)2026/09/242020.0%
煽らないJOHNFLOW (Rank 32)2026/09/2431233.3%
a39611619 (Rank 21)2026/09/24220100.0%
ゅろぽ (Rank 23)2026/09/22110100.0%
김멋있다 (Rank 22)2026/09/1865183.3%
NEKOz (Rank 26)2026/09/16110100.0%
ワクワク (Rank 33)2026/09/162020.0%
千種うるふ(nomore) (Rank 27)2026/09/1321150.0%
kjhkaiser (Rank 27)2026/09/1331233.3%
r1s1d8 (Rank 27)2026/09/12220100.0%
時宣院日要 (Rank 21)2026/09/1273442.9%
アンペグ (Rank 8)2026/08/0543175.0%
ひぃさん (Rank 7)2026/08/0531233.3%
tigtigmono (Rank 4)2026/08/04110100.0%

Round openings

Shun

Career
203–159 · 56.1%
This season
71 matches · 52.1%
Peak rank
27

First hit in 31.1% of 193 rounds. Won 50.0% of the rounds they struck first, 50.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

offensive move4824.5%
Tenshin Souchushou6P+K4020.4%
Gyou'in Haishu3P into Tenshin Benshu4P+K2311.7%
crouch into Haisenchu Kaikakyaku1PK178.7%
Kousoku Kouhi17P+K+G into Kousoku Kouhi Soushu17P+K+GP+K63.1%
Ryubikyaku8K+G63.1%
evade down into Kasen Zenbokushou6PP52.5%
evade up52.5%
forward dash into throwP+G52.5%
Kasen Chugeki6P into Kasen Zenbokushou6PP42.0%
Gyou'in Haishu3P into Shoushi Outeki1P+K31.5%
Senshi9K+G into Gyou'inshuP+K+G31.5%
crouch into Haisenchu1P31.5%
Gyou'in Haishu3P21.0%
Tenshin Benshu4P+K21.0%

23 further openings account for the other 24 rounds.

Counted from 50 of the 71 matches played. The rest were not pulled for openings.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Shun: not tested (too few rounds)