VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

Obvious_Bait_lol

Career matches1,160
Career win rate53.4%
Round win rate50.9%
Peak rank31
Distinct opponents82
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1572 #1,531 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

Shun311,16061954153.4%

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

956 of 1,079 rounds counted

6.9 inputs a second (416 a minute) this season. Faster than 44% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun6.9416956

By opponent's character

Akira7.0421134
Sarah6.6398135
Shun7.0418111
Jacky7.042349
Goh7.042162
Jeffry6.941260
Pai6.941363
El Blaze7.343944
Lei Fei6.740343
Brad6.539040
Aoi7.444732
Taka7.042230
Vanessa6.840734
Jean6.438623
Kage6.539012
Lau6.740427
Lion7.041922
Wolf8.249024
Eileen7.14287
Dural6.53894

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

Akira43222151.2%-1.6
Sarah34241070.6%+16.2
Shun31191261.3%+8.8
Jacky2181338.1%-22.6
Goh1651131.2%-15.5
Jeffry168850.0%-6.4
Pai167943.8%-12.8
El Blaze158753.3%-11.1
Lei Fei137653.9%-1.4
Brad116554.5%+1.6
Aoi95455.6%+17.7
Taka84450.0%+9.4
Vanessa86275.0%+32.9
Jean63350.0%-0.6
Kage63350.0%+9.5
Lau64266.7%+14.5
Lion63350.0%-14.0
Wolf62433.3%-25.1
Eileen220100.0%+13.7
Dural110100.0%+33.1

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Breakable Full Fence51242747.1%-8.5
Full Fence35201557.1%+12.6
Open34201458.8%+7.8
Single Wall29151451.7%-0.3
Rectangle26161061.5%+5.3
Half Fence25111444.0%-13.9
Breakable Half Fence2416866.7%+14.0
Octagon23111247.8%-12.9
Low Fence1710758.8%+3.5
Full Fence and Open53260.0%+4.6

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18453.3%53.9%-0.7
No walls8056.2%52.7%+3.5

Walls against open: -4.2 points (95% range -18.8 to +10.5), p 0.577 — 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

H.P.Starcraft (Rank 29)2026/09/28108280.0%
Johnnybwai (Rank 26)2026/09/1953260.0%
The8thOne (Rank 28)2026/09/161871138.9%
likeyeahh77 (Rank 30)2026/09/1665183.3%
suna19 (Rank 32)2026/09/1363350.0%
DatDemo (Rank 27)2026/08/2864266.7%
LethalLegendK (Rank 30)2026/08/2494544.4%
FullHD (Rank 27)2026/08/2351420.0%
Monroe (Rank 31)2026/08/1762433.3%
Boogal (Rank 32)2026/08/024040.0%
B34TD0WN (Rank 30)2026/08/0252340.0%
Jaguar (Rank 34)2026/07/2365183.3%
BLACKSTAR (Rank 36)2026/07/2053260.0%
bafojig (Rank 29)2026/07/2043175.0%
seedash (Rank 27)2026/07/2073442.9%
DDRMONKEY (Rank 27)2026/07/20770100.0%
Mo_superb (Rank 36)2026/07/17102820.0%
Jiikae (Rank 30)2026/06/164040.0%
KuroObiTaka (Rank 39)2026/05/1951420.0%
xChimerax (Rank 32)2026/05/1951420.0%
bighorny (Rank 29)2026/05/1894544.4%
TheQu (Rank 34)2026/05/184040.0%
UsernameFound (Rank 26)2026/05/1754180.0%
onuelito (Rank 33)2026/05/1252340.0%
破軍恩 (Rank 23)2026/04/2343175.0%

Round openings

Shun

Career
619–541 · 53.4%
This season
274 matches · 53.6%
Peak rank
31

First hit in 61.1% of 1,059 rounds. Won 54.6% of the rounds they struck first, 43.9% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 63.5% of rounds, against 40.1% in their other rounds.
  • After the opponent opened the round before by evading: attacks straight away in 47.6% of rounds, against 28.7% after anything else.
  • After losing a round: waits first in 51.2% of rounds, against 28.4% after winning one.
  • When behind: waits first in 49.2% of rounds, against 33.4% when ahead or level.
  • On no drinks: waits first in 46.2% of rounds, against 31.7% on other drink counts.
  • In round 1: opens with “crouch into 3P Gyou'in Haishu” in 16.2% of rounds, against 6.0% in their other rounds.
  • After losing a round: opens with “crouch into 1P Haisenchu” in 12.5% of rounds, against 2.5% after winning one.
  • When behind: opens with “crouch into 1P Haisenchu” in 13.0% of rounds, against 4.2% when ahead or level.
  • On 15+ drinks: opens with “4K+G Honshin Rensenkyaku” in 22.5% of rounds, against 8.2% on other drink counts.

How is this tested?

crouch into Haisenchu1P1019.4%
crouch into Gyou'in Haishu3P928.6%
Honshin Rensenkyaku4K+G817.6%
crouch into Gyousentai2K646.0%
guardG635.9%
crouch into Haisenchu Kaikakyaku1PK302.8%
evade up into Haisenchu1P262.4%
evade up252.3%
evade up into Haisenchu Kaikakyaku1PK222.0%
punchP into RengekiPP222.0%
Tenshin Haishu4P212.0%
Ryubikyaku8K+G171.6%
backdash into Gyou'in Haishu3P171.6%
punchP into Chougeki RigoutaiPK171.6%
crouch into Koushu Rentai1KK141.3%

152 further openings account for the other 459 rounds.

Counted from 271 of the 274 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
Akira17–14 · 55%4–5 · 44%too few to test
Sarah15–7 · 68%7–2 · 78%too few to test
Shun6–6 · 50%13–6 · 68%too few to test
Jacky4–6 · 40%4–7 · 36%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: 9 of 17 tests hold up