VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

NAPPYPROPHET

Career matches2,210
Career win rate45.2%
Round win rate48.5%
Peak rank26
Distinct opponents54
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1412 #2,585 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

Shun262,2101,0001,21045.2%

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

611 of 611 rounds counted

8.8 inputs a second (531 a minute) this season. Faster than 85% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun8.8531611

By opponent's character

Kage8.953474
Akira8.048279
Shun9.054355
Brad8.853045
Jacky8.551050
Pai9.154750
Jeffry9.859052
Sarah9.355533
Lau8.953331
Jean8.350029
Wolf8.853029
Eileen9.355825
Taka8.349720
Aoi9.355618
Goh9.154812
Lei Fei8.95327
Lion10.26132

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

Kage1991047.4%+1.4
Akira1851327.8%-22.0
Shun146842.9%-12.5
Brad127558.3%+8.6
Jacky126650.0%+4.0
Pai124833.3%-7.1
Jeffry117463.6%+12.3
Sarah104640.0%+1.1
Lau84450.0%+4.8
Jean74357.1%+12.1
Wolf73442.9%-13.1
Eileen62433.3%-8.6
Taka54180.0%+23.3
Aoi42250.0%+16.0
Goh330100.0%+32.1
Lei Fei2020.0%-13.0
Lion110100.0%+65.1

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

Octagon24131154.2%+14.3
Rectangle2081240.0%-12.2
Single Wall20101050.0%+4.9
Half Fence1812666.7%+9.4
Breakable Half Fence167943.8%-8.0
Breakable Full Fence1551033.3%-9.5
Open115645.5%-4.0
Full Fence and Open105550.0%+11.0
Low Fence92722.2%-17.2
Full Fence41325.0%-17.7

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
Walls9747.4%48.3%-0.9
No walls4042.5%45.0%-2.5

Walls against open: +1.6 points (95% range -17.4 to +20.7), p 0.865 — 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

Sankofa (Rank 23)2026/10/1542250.0%
PhaserCatGamesLLC (Rank 25)2026/08/0632166.7%
TheXzam7705 (Rank 23)2026/08/0432166.7%
Nomas_Tomas (Rank 26)2026/08/0462433.3%
LuBuMBX (Rank 27)2026/08/0451420.0%
Hoophoop (Rank 21)2026/06/2454180.0%
JAWattack (Rank 29)2026/06/223030.0%
nack (Rank 21)2026/06/22440100.0%
The8thOne (Rank 26)2026/06/225050.0%
Myppissmol (Rank 23)2026/06/2232166.7%
BehemothTyphoon (Rank 25)2026/06/1931233.3%
Kapwan (Rank 23)2026/06/1921150.0%
AtariMode07 (Rank 23)2026/06/1641325.0%
Datboyches_TTV (Rank 22)2026/06/1576185.7%
Sauceymitsu (Rank 22)2026/06/0842250.0%
sideswipe75x (Rank 23)2026/06/084040.0%
jip_tipple (Rank 24)2026/06/0832166.7%
CarelessSax4450 (Rank 26)2026/06/0831233.3%
chaingrabs (Rank 25)2026/06/0831233.3%
@WheresKenSama (Rank 15)2026/06/0821150.0%
O51R15_Da_Virus (Rank 22)2026/06/0732166.7%
fivey70 (Rank 26)2026/06/078080.0%
lilpuncake123 (Rank 26)2026/06/0761516.7%
ForemostFighter (Rank 18)2026/06/06220100.0%
Shockx (Rank 23)2026/06/0462433.3%

Round openings

Shun

Career
1,000–1,210 · 45.2%
This season
151 matches · 47.0%
Peak rank
26

First hit in 51.8% of 585 rounds. Won 47.5% of the rounds they struck first, 48.6% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 22.8% of rounds, against 10.1% in their other rounds.
  • After opening the round before by backing off: backs off first in 39.0% of rounds, against 23.8% after anything else.
  • In round 1: opens with “G guard” in 15.2% of rounds, against 4.3% in their other rounds.
  • Against Kage: opens with “PP Rengeki into PPP Saishu Renkangeki” in 17.6% of rounds, against 7.9% against everyone else.

How is this tested?

RengekiPP into Saishu RenkangekiPPP549.1%
punchP into RengekiPP457.6%
guardG416.9%
Kasen Chugeki6P into Kasen Zenbokushou6PP396.6%
backdash into Toushin Soutanshu4KK396.6%
evade up345.7%
backdash183.0%
backdash into Tenshin Haishu4P162.7%
backdash into backward movement132.2%
backdash into Asen Kaikyaku44K122.0%
evade down111.9%
evade up into Honshin TankaP+K101.7%
guardG into throw escape101.7%
Honshin TankaP+K into Tenshin Souchushou6P+K91.5%
Kouhi Tentai7K+G91.5%

107 further openings account for the other 232 rounds.

Counted from 145 of the 151 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 (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