VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Shun

oyumi-h

Career matches452
Career win rate54.9%
Round win rate50.8%
Peak rank26
Distinct opponents29
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1410 #2,595 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

Shun2645224820454.9%

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

242 of 242 rounds counted

5.8 inputs a second (347 a minute) this season. Faster than 13% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun5.8347242

By opponent's character

Akira5.935331
Shun6.036329
El Blaze5.633432
Pai6.036228
Aoi5.432625
Kage6.035920
Brad5.432513
Jacky5.331912
Jean5.532814
Lei Fei6.035712
Wolf6.035911
Goh6.23723
Lion6.03624
Sarah5.73455
Taka6.63963

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

Akira83537.5%-11.5
Shun84450.0%+6.5
El Blaze74357.1%+18.6
Pai73442.9%-2.3
Aoi62433.3%-22.7
Kage64266.7%-5.3
Brad31233.3%-36.9
Jacky3030.0%-33.3
Jean330100.0%+65.0
Lei Fei32166.7%+23.8
Wolf31233.3%-12.7
Goh110100.0%+42.8
Lion110100.0%+37.8
Sarah1010.0%-41.5
Taka110100.0%+30.9

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

Octagon104640.0%-17.4
Breakable Full Fence94544.4%-14.0
Half Fence83537.5%-6.3
Rectangle83537.5%-12.9
Full Fence74357.1%+11.1
Low Fence62433.3%-12.7
Breakable Half Fence54180.0%+44.5
Open32166.7%+2.1
Single Wall1010.0%-35.1

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
Walls4746.8%49.2%-2.4
No walls1040.0%49.7%-9.7

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

アオゾラ。aozora (Rank 27)2026/09/142020.0%
けつ毛バーガーking (Rank 25)2026/09/14110100.0%
Wonda15426 (Rank 26)2026/09/1431233.3%
akki (Rank 22)2026/09/14440100.0%
ガンジャッキー (Rank 26)2026/09/102020.0%
anachan194 (Rank 22)2026/09/10110100.0%
しろ☆おび。@のびしろF (Rank 23)2026/09/1064266.7%
deep_x (Rank 26)2026/09/101010.0%
nekodiver2 (Rank 23)2026/09/081010.0%
mitorakujo (Rank 28)2026/09/082020.0%
どろパイ (Rank 28)2026/09/0842250.0%
ZR615C (Rank 24)2026/09/0563350.0%
dalmax72 (Rank 27)2026/09/0532166.7%
みらめたる (Rank 21)2026/09/05220100.0%
你是来拉屎的吗 (Rank 21)2026/09/05110100.0%
委員ちょ (Rank 21)2026/09/051010.0%
Penoco (Rank 25)2026/09/05220100.0%
neary (Rank 26)2026/09/05220100.0%
GreenJacky (Rank 32)2026/09/031010.0%
mikkunn3277 (Rank 25)2026/09/03220100.0%
yabo (Rank 22)2026/09/0231233.3%
shinkita (Rank 21)2026/05/2231233.3%
BigBoin (Rank 26)2026/05/221010.0%
え~る (Rank 24)2026/05/221010.0%
waka1204 (Rank 21)2026/05/222020.0%

Round openings

Shun

Career
248–204 · 54.9%
This season
61 matches · 49.2%
Peak rank
26

First hit in 44.1% of 238 rounds. Won 50.5% of the rounds they struck first, 51.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

offensive move into guardG239.5%
evade up145.8%
offensive move into evade down145.8%
Koushinhi4P+K+G into Koushinhi Fusshu4P+K+GP114.5%
guardG104.1%
crouch dash back into guardG93.7%
Rensai Gakushu46PP into Rengeki Gakushu46PPP83.3%
crouch into Gyou'in Haishu3P83.3%
evade down into guardG83.3%
backward movement into Kasen Zenbokushou6PP72.9%
Gyou'in Haishu3P into forward dash62.5%
Getsuga Gakushu46P into Getsuga Gyou'in46PP+K52.1%
Gyou'in Haishu3P52.1%
crouch dash back into evade down52.1%
evade down into Fukuchougeki2P52.1%

63 further openings account for the other 104 rounds.

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)