VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

abarezi

  • Kage
  • Pai
Career matches12,930
Career win rate50.2%
Round win rate49.0%
Peak rank35
Distinct opponents482
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1608 #1,300 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

Shun3512,8766,4716,40550.3%
Kage2538152339.5%
Pai251531220.0%
Sarah—1010.0%

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

5,345 of 6,177 rounds counted

9.9 inputs a second (594 a minute) this season. Faster than 94% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun9.95945,318
Kage9.657512
Pai9.053815

By opponent's character

Jacky10.0598653
Wolf10.3618519
Akira9.9596457
Jeffry9.9596434
Lei Fei9.9595273
Kage9.8585287
Shun9.7584218
Lion9.9597273
Brad9.9592254
Lau10.1603259
Goh9.8590270
Pai9.8589235
Jean9.9593176
El Blaze9.8586214
Sarah9.7579236
Aoi9.7584152
Eileen9.5568154
Vanessa9.8586117
Dural10.060095
Taka9.556869

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

Jacky180958552.8%+1.6
Wolf148707847.3%-3.7
Akira123566745.5%-3.9
Jeffry110486243.6%-7.6
Lei Fei86444251.2%+8.3
Kage81364544.4%-4.9
Shun79433654.4%+4.2
Lion76364047.4%+1.3
Brad75383750.7%+2.8
Lau74363848.6%-0.2
Goh72294340.3%-7.6
Pai67402759.7%+9.3
Jean60332755.0%+5.6
El Blaze59293049.1%+0.2
Sarah59233639.0%-14.3
Aoi38251365.8%+17.3
Eileen38182047.4%-2.2
Vanessa36211558.3%+12.7
Dural23131056.5%+8.9
Taka2391439.1%-10.9

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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 Fence177908750.9%+1.4
Open170878351.2%+2.2
Rectangle162748845.7%-3.6
Full Fence161728944.7%-5.3
Breakable Half Fence158768248.1%-1.4
Octagon152856755.9%+8.8
Single Wall147717648.3%-1.4
Breakable Full Fence142717150.0%+1.6
Low Fence112545848.2%-1.8
Full Fence and Open75373849.3%-1.6

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls95249.2%49.0%+0.1
No walls42949.4%49.5%-0.1

Walls against open: +0.2 points (95% range -5.5 to +5.9), p 0.939 — 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

mikumoJacky (Rank 34)2026/10/17147750.0%
poteto (Rank 36)2026/10/171321115.4%
happy_shuri (Rank 34)2026/10/16158753.3%
n-nova06 (Rank 33)2026/10/1696366.7%
fwnd1396 (Rank 32)2026/10/16105550.0%
ps-splitsecond (Rank 32)2026/10/151914573.7%
ヘニオ (Rank 35)2026/10/14113827.3%
Phrazes_For_The_Young (Rank 35)2026/10/12103730.0%
のみ (Rank 36)2026/10/09115645.5%
skyward_wildcat4 (Rank 32)2026/10/0595455.6%
alleni3xvf5ws (Rank 32)2026/10/03108280.0%
クレウル (Rank 36)2026/10/0292722.2%
BANANA (Rank 30)2026/09/27179852.9%
Uecchi-Ver53 (Rank 32)2026/09/261713476.5%
44884 (Rank 30)2026/09/2294544.4%
hsat0310 (Rank 34)2026/09/1292722.2%
무파ZeroBlue (Rank 34)2026/09/12115645.5%
takapiko-no (Rank 29)2026/09/07104640.0%
pizaman (Rank 33)2026/09/03103730.0%
ジズー (Rank 33)2026/09/02128466.7%
ぱーまん (Rank 30)2026/08/19105550.0%
NORESPECT (Rank 35)2026/08/041851327.8%
yossystanp-ussa (Rank 35)2026/07/31128466.7%
mahiro_725 (Rank 35)2026/06/20105550.0%
BudEkins_may (Rank 31)2026/05/11137653.9%

Round openings

Every character

Gyou'in Haishu3P into Tenshin Benshu4P+K4788.7%
Tanhi ChougekiK+G into Tenshin Benshu4P+K4277.7%
Fukuchougeki2P into throwP+G3366.1%
Haisenchu1P into Haisenchu Kaikakyaku1PK3125.7%
Tanhi ChougekiK+G into Honshin Rensenkyaku4K+G1883.4%
Koushu Katai1K into Koushu Rentai1KK1622.9%
Haisenchu1P into Kasen Chugeki6P1592.9%
offensive move into Shoushi Outeki1P+K1502.7%
offensive move into Gekizan Senchu3P+K1482.7%
evade up into guardG1152.1%
Haisenchu1P into evade down1031.9%
Haisenchu1P into throwP+G1001.8%
offensive move into Honshin TankaP+K911.6%
Haisenchu1P into Fukuchougeki2P811.5%
Haisenchu1P into Gyou'in Haishu3P781.4%

447 further openings account for the other 2,592 rounds.

Counted from 1,341 of the 1,507 matches played. The rest were not pulled for openings.

Shun

Career
6,471–6,405 · 50.3%
This season
1,501 matches · 49.2%
Peak rank
35

First hit in 56.3% of 5,468 rounds. Won 49.9% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: evades first in 9.4% of rounds, against 3.7% in their other rounds.
  • Against Taka: moves in first in 12.2% of rounds, against 2.0% against everyone else.
  • After opening the round before by evading: evades first in 14.9% of rounds, against 6.4% after anything else.
  • After losing a round: attacks straight away in 89.5% of rounds, against 80.7% after winning one.
  • When behind: attacks straight away in 89.8% of rounds, against 82.6% when ahead or level.
  • On no drinks: moves in first in 3.4% of rounds, against 1.0% on other drink counts.
  • In round 1: opens with “K+G Tanhi Chougeki into 4P+K Tenshin Benshu” in 23.7% of rounds, against 2.7% in their other rounds.
  • Against Lion: opens with “2P Fukuchougeki into P+G throw” in 13.9% of rounds, against 5.7% against everyone else.
  • After winning a round: opens with “2P Fukuchougeki into P+G throw” in 12.4% of rounds, against 3.0% after losing one.
  • When ahead: opens with “2P Fukuchougeki into P+G throw” in 13.0% of rounds, against 4.4% when level or behind.
  • On 15+ drinks: opens with “2P Fukuchougeki into P+G throw” in 19.8% of rounds, against 7.3% on other drink counts.

How is this tested?

Gyou'in Haishu3P into Tenshin Benshu4P+K4788.7%
Tanhi ChougekiK+G into Tenshin Benshu4P+K4277.8%
Fukuchougeki2P into throwP+G3366.1%
Haisenchu1P into Haisenchu Kaikakyaku1PK3125.7%
Tanhi ChougekiK+G into Honshin Rensenkyaku4K+G1883.4%
Koushu Katai1K into Koushu Rentai1KK1623.0%
Haisenchu1P into Kasen Chugeki6P1592.9%
offensive move into Shoushi Outeki1P+K1502.7%
offensive move into Gekizan Senchu3P+K1482.7%
evade up into guardG1152.1%
Haisenchu1P into evade down1031.9%
Haisenchu1P into throwP+G1001.8%
offensive move into Honshin TankaP+K911.7%
Haisenchu1P into Fukuchougeki2P811.5%
Haisenchu1P into Gyou'in Haishu3P781.4%

427 further openings account for the other 2,565 rounds.

Counted from 1,335 of the 1,501 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
Jacky43–34 · 56%31–23 · 57%+0.7
Wolf40–47 · 46%17–14 · 55%-13.0
Akira33–35 · 49%14–22 · 39%+8.0
Jeffry25–39 · 39%18–10 · 64%too few to test
Lei Fei32–21 · 60%11–13 · 46%too few to test
Shun26–21 · 55%11–11 · 50%too few to test
Lion24–21 · 53%7–17 · 29%too few to test
Brad17–22 · 44%10–10 · 50%too few to test
Goh20–30 · 40%6–7 · 46%too few to test
Kage18–23 · 44%4–5 · 44%too few to test
Pai23–21 · 52%9–5 · 64%too few to test
Lau21–21 · 50%5–10 · 33%too few to test
El Blaze16–13 · 55%12–16 · 43%too few to test
Sarah15–24 · 38%2–6 · 25%too few to test
Jean16–14 · 53%8–5 · 62%too few to test
Aoi12–10 · 55%8–2 · 80%too few to test
Vanessa14–8 · 64%5–1 · 83%too few to test
Eileen6–12 · 33%8–5 · 62%too few to test
Taka4–6 · 40%3–5 · 38%too few to test
Dural8–4 · 67%4–4 · 50%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

166 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?

Pai

Career
3–12 · 20.0%
This season
3 matches · 66.7%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Honshin Soukyaku1K+G213.3%
Honshin Soukyaku1K+G into Enbu Renkyaku6K+G213.3%
Ensei Haijinkyaku7K+G into Haitenkyaku7K16.7%
Rikensui1P into Touku Kouhaikyaku44KK16.7%
Soukasui3P into Souka Senpukyaku3PK16.7%
crouch dash forward into evade down16.7%
crouch dash forward into guardG16.7%
down-back kick1K into Danshitsu6K16.7%
down-back kick1K into Senchutai3K16.7%
guardG into Ensei SenpukyakuK+G16.7%
guardG into Haitenkyaku7K16.7%
guardG into down-back kick1K16.7%
guardG into evade down16.7%

Kage

Career
15–23 · 39.5%
This season
3 matches · 66.7%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Fusenjin3P into Shippuzan3PP216.7%
Gen'you4K+G into Ryubisen44K+G18.3%
Kouten63214P into kickK18.3%
Senpugeri7K into Ura Tsumujigeri44K18.3%
Sokudan1P into Furikakato OtoshiK+G18.3%
Sokudan1P into Tsumujigeri2K+G18.3%
crouch dash back into Engetsugeri9K+G18.3%
down-back kick+guard1K+G into Gen'you4K+G18.3%
down-back kick+guard1K+G into Tsumujigeri2K+G18.3%
guardG into Shippuzan3PP18.3%
punchP into kickK18.3%

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 (20 here; about 1.0 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 20 tests hold up
  • Pai: not tested (too few rounds)
  • Kage: not tested (too few rounds)