VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

Masquenada

Career matches5,122
Career win rate46.9%
Round win rate48.0%
Peak rank35
Distinct opponents160
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1650 #1,054 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

Shun354,9812,3412,64047.0%
El Blaze—141627944.0%

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

1,031 of 1,135 rounds counted

7.6 inputs a second (455 a minute) this season. Faster than 61% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.64551,031

By opponent's character

Akira7.6457152
Jacky7.544881
Sarah7.746173
Goh8.047874
Lei Fei7.745977
Lau7.846673
Jeffry7.544862
Jean7.846960
Wolf7.645851
El Blaze6.941243
Shun7.645438
Aoi7.545134
Kage7.041838
Brad7.444533
Pai7.645835
Lion7.545231
Eileen7.343620
Taka7.846924
Vanessa7.545023
Dural7.64589

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

Akira42172540.5%-9.3
Jacky25111444.0%-5.6
Sarah2316769.6%+25.4
Goh2291340.9%-7.8
Lei Fei2013765.0%+14.7
Lau1912763.2%+13.5
Jeffry1871138.9%-10.0
Jean157846.7%-2.2
Wolf158753.3%+2.6
El Blaze125741.7%-2.6
Shun113827.3%-20.7
Aoi107370.0%+23.1
Kage102820.0%-25.5
Brad94544.4%-3.9
Pai95455.6%-2.8
Lion83537.5%-14.8
Eileen51420.0%-29.3
Taka54180.0%+37.9
Vanessa54180.0%+32.9
Dural31233.3%-8.4

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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

Half Fence36241266.7%+17.7
Rectangle35112431.4%-18.8
Single Wall31181358.1%+10.0
Full Fence29101934.5%-12.4
Low Fence29141548.3%-1.6
Octagon29181162.1%+14.0
Breakable Full Fence2891932.1%-18.5
Open27131448.1%+0.1
Breakable Half Fence23101343.5%-1.5
Full Fence and Open86275.0%+23.7

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
Walls18045.6%48.2%-2.6
No walls8751.7%49.0%+2.7

Walls against open: -5.4 points (95% range -19.3 to +8.5), p 0.450 — 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

southgalaxydevel (Rank 33)2026/10/18330100.0%
∈挙動不審∋ (Rank 31)2026/10/1441325.0%
yamaneko (Rank 34)2026/10/1431233.3%
Uecchi-Ver53 (Rank 31)2026/10/1286275.0%
simusimu500 (Rank 31)2026/10/12660100.0%
I_Dondyo_I (Rank 32)2026/10/123030.0%
kagemaru1 (Rank 33)2026/08/313030.0%
n-nova06 (Rank 33)2026/08/3152340.0%
무파ZeroBlue (Rank 34)2026/08/2331233.3%
LEEGOSEGA (Rank 30)2026/07/3131233.3%
BigBoin (Rank 33)2026/07/30330100.0%
IkebukuroSarah (Rank 36)2026/07/2743175.0%
remiuyu (Rank 30)2026/07/2732166.7%
itikawanaoki (Rank 32)2026/07/2731233.3%
VanWinkle (Rank 30)2026/07/2764266.7%
zaduhkj (Rank 35)2026/07/2782625.0%
BANANA (Rank 29)2026/07/27440100.0%
타우끼/taukee (Rank 35)2026/07/264040.0%
구닥스트렌져 (Rank 34)2026/07/1932166.7%
ふぇに (Rank 34)2026/07/1953260.0%
windowkhs (Rank 29)2026/07/1732166.7%
hattori1357 (Rank 35)2026/07/1353260.0%
ぁ     やごろ (Rank 35)2026/07/0651420.0%
danimura (Rank 32)2026/07/0631233.3%
mahiro_725 (Rank 33)2026/07/0632166.7%

Round openings

Shun

Career
2,341–2,640 · 47.0%
This season
286 matches · 48.6%
Peak rank
35

First hit in 44.3% of 969 rounds. Won 50.8% of the rounds they struck first, 44.6% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 34.7% of rounds, against 8.7% in their other rounds.
  • Against Wolf: backs off first in 23.9% of rounds, against 8.2% against everyone else.
  • After opening the round before by moving in: moves in first in 17.0% of rounds, against 10.0% after anything else.
  • After losing a round: waits first in 12.5% of rounds, against 4.4% after winning one.
  • On 10+ drinks: moves in first in 22.6% of rounds, against 9.2% on other drink counts.
  • In round 1: opens with “crouch into 1P Haisenchu” in 27.7% of rounds, against 5.2% in their other rounds.
  • Against Jeffry: opens with “4P+K+G Koushinhi into backward movement” in 28.2% of rounds, against 16.6% against everyone else.
  • After opening the round before with “4P+K+G Koushinhi into backward movement”: opens with “4P+K+G Koushinhi into backward movement” in 29.9% of rounds, against 14.5% after anything else.
  • After winning a round: opens with “4P+K+G Koushinhi into 4P+K+GP Koushinhi Fusshu” in 19.8% of rounds, against 3.9% after losing one.
  • When ahead: opens with “4P+K+G Koushinhi into 4P+K+GP Koushinhi Fusshu” in 19.4% of rounds, against 5.7% when level or behind.
  • On 10+ drinks: opens with “4P+K+G Koushinhi into 4P+K+GP Koushinhi Fusshu” in 21.7% of rounds, against 9.6% on other drink counts.

How is this tested?

Koushinhi4P+K+G into backward movement17017.5%
crouch into Haisenchu1P10510.8%
Koushinhi4P+K+G into backdash919.4%
Koushinhi4P+K+G into Koushinhi Fusshu4P+K+GP848.7%
forward movement into crouch383.9%
offensive move into Tanhi ChougekiK+G383.9%
crouch into Gyou'in Haishu3P303.1%
forward movement into Koushinhi Fusshu4P+K+GP262.7%
forward movement into Haisenchu1P242.5%
Gyou'in Haishu3P222.3%
Haisenchu1P into backdash222.3%
forward movement into Koushinhi4P+K+G222.3%
backdash into backward movement161.6%
backward movement into offensive move151.6%
offensive move141.4%

108 further openings account for the other 253 rounds.

Counted from 242 of the 286 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
Akira6–16 · 27%4–5 · 44%too few to test
Sarah10–5 · 67%6–2 · 75%too few to test
Jacky5–8 · 38%3–2 · 60%too few to test
Goh6–11 · 35%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.

44 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: 11 of 17 tests hold up