VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

@nanbuno_fishing

  • Jacky
Career matches12,512
Career win rate50.2%
Round win rate49.8%
Peak rank34
Distinct opponents606
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1593 #1,396 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

Shun3412,5106,2766,23450.2%
Eileen—21150.0%
Jacky26000—

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

8,051 of 9,638 rounds counted

6.8 inputs a second (406 a minute) this season. Faster than 39% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun6.84068,047
Jacky6.63994

By opponent's character

Akira6.94121,039
Wolf6.6398796
Jacky6.9416698
Jeffry6.6399578
Lau7.1428522
Pai6.9415454
Shun6.6397427
Brad6.7402467
Kage6.6395393
Lion6.7405328
Goh6.7401324
Aoi6.8408310
El Blaze6.6397308
Sarah6.7401279
Dural7.0422285
Vanessa6.8406159
Jean6.9416279
Lei Fei6.7404207
Taka6.3380112
Eileen6.639786

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

Akira29015014051.7%-0.1
Wolf24013410655.8%+2.7
Jacky21210211048.1%-1.6
Jeffry181889348.6%-2.5
Lau169917853.9%+2.9
Pai138706850.7%-2.7
Shun137706751.1%-1.8
Brad129676251.9%+0.4
Kage112526046.4%-3.6
Lion103436041.8%-8.2
Goh96465047.9%+0.1
Aoi93494452.7%+5.4
El Blaze88444450.0%-1.5
Sarah86434350.0%+0.2
Dural81562569.1%+17.9
Vanessa78423653.9%+2.1
Jean77374048.0%-3.5
Lei Fei66244236.4%-9.5
Taka3122971.0%+13.9
Eileen27141351.9%-2.4

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

Single Wall27014212852.6%+1.6
Low Fence26513213349.8%-0.2
Full Fence25913912053.7%+3.0
Half Fence25312712650.2%-0.4
Breakable Full Fence24911913047.8%-4.9
Open23711811949.8%-0.8
Rectangle23711911850.2%-0.9
Octagon21210610650.0%-1.2
Breakable Half Fence20910710251.2%-0.4
Full Fence and Open114635155.3%+2.0

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
Walls1,41950.5%51.2%-0.7
No walls77250.8%50.6%+0.2

Walls against open: -0.9 points (95% range -5.8 to +3.9), p 0.711 — 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

Koutei (Rank 33)2026/10/1765461970.8%
hirokiti0410 (Rank 29)2026/10/162012860.0%
たか (Rank 31)2026/10/1641301173.2%
Uecchi-Ver53 (Rank 30)2026/10/1527151255.6%
ヘニオ (Rank 35)2026/10/151813572.2%
44884 (Rank 33)2026/10/122517868.0%
simusimu500 (Rank 31)2026/10/122214863.6%
yamaneko (Rank 33)2026/10/092314960.9%
striker0123 (Rank 31)2026/10/092114766.7%
fwnd1396 (Rank 34)2026/10/091761135.3%
nanami.madogiwa (Rank 32)2026/09/291881044.4%
ぴょろすぽ (Rank 32)2026/09/23146842.9%
skyward_wildcat4 (Rank 33)2026/09/221551033.3%
ありがとナス (Rank 29)2026/09/182217577.3%
satoru5110 (Rank 33)2026/08/291441028.6%
猫鼻 (Rank 31)2026/08/291871138.9%
土俵際 (Rank 32)2026/08/28168850.0%
hsat0310 (Rank 36)2026/08/27126650.0%
nidaimebannai (Rank 30)2026/08/27171165.9%
タイヨウ (Rank 33)2026/08/26128466.7%
SanCaharoko (Rank 32)2026/08/20178947.1%
asari0727 (Rank 29)2026/07/051710758.8%
akira__9633 (Rank 30)2026/06/131651131.2%
MikuMartineau (Rank 32)2026/06/10134930.8%
音の勢-リック (Rank 33)2026/05/181641225.0%

Round openings

Shun

Career
6,276–6,234 · 50.2%
This season
2,433 matches · 51.1%
Peak rank
34

First hit in 54.1% of 8,486 rounds. Won 52.6% of the rounds they struck first, 47.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 32.6% of rounds, against 19.1% in their other rounds.
  • Against Akira: attacks straight away in 42.1% of rounds, against 30.8% against everyone else.
  • On Rectangle stages: waits first in 27.0% of rounds, against 22.1% on the other stages.
  • After opening the round before by evading: evades first in 7.0% of rounds, against 2.5% after anything else.
  • After losing a round: waits first in 23.4% of rounds, against 14.6% after winning one.
  • When behind: waits first in 21.1% of rounds, against 17.5% when ahead or level.
  • On no drinks: waits first in 22.1% of rounds, against 15.5% on other drink counts.
  • In round 1: opens with “3P Gyou'in Haishu” in 22.7% of rounds, against 2.5% in their other rounds.
  • Against Wolf: opens with “backdash into 6P+K Tenshin Souchushou” in 14.9% of rounds, against 8.0% against everyone else.
  • After opening the round before with “crouch into 3P Gyou'in Haishu”: opens with “backdash into 6P+K Tenshin Souchushou” in 17.2% of rounds, against 9.0% after anything else.
  • After losing a round: opens with “crouch into 1P Haisenchu” in 10.3% of rounds, against 3.9% after winning one.
  • When behind: opens with “backdash into 6P+K Tenshin Souchushou” in 13.3% of rounds, against 7.9% when ahead or level.
  • On no drinks: opens with “crouch into 1P Haisenchu” in 10.1% of rounds, against 3.7% on other drink counts.

How is this tested?

backdash into Tenshin Souchushou6P+K7368.6%
Gyou'in Haishu3P6487.6%
crouch into Gyou'in Haishu3P6197.3%
crouch into Haisenchu1P5726.7%
backdash into guardG4525.3%
backdash into evade up3644.3%
backdash into Kasen Zenbokushou6PP3113.6%
Rensai Gakushu46PP into Rengeki Gakushu46PPP2312.7%
Haisenchu1P2282.7%
backdash into Dokuritsu Kanpai46P+K2262.6%
Honshin Rensenkyaku4K+G2132.5%
crouch into Haisenchu Kaikakyaku1PK1672.0%
Gyou'in Haishu3P into forward dash1571.8%
backdash into Gyou'in Haishu3P1401.6%
backdash into Kasen Chugeki6P1391.6%

335 further openings account for the other 3,316 rounds.

Counted from 2,148 of the 2,433 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
Akira79–75 · 51%36–37 · 49%-2.0
Wolf60–54 · 53%50–26 · 66%-15.2
Jacky58–56 · 51%21–35 · 38%+8.2
Jeffry45–46 · 49%25–30 · 45%+2.7
Lau44–43 · 51%25–16 · 61%-9.9
Pai43–30 · 59%15–25 · 38%+18.5
Shun41–35 · 54%19–16 · 54%-1.4
Brad36–38 · 49%15–19 · 44%+5.1
Lion19–29 · 40%17–26 · 40%+3.4
Goh18–17 · 51%17–21 · 45%+11.2
Aoi22–26 · 46%19–9 · 68%too few to test
Kage23–26 · 47%13–13 · 50%too few to test
Sarah29–27 · 52%9–5 · 64%too few to test
El Blaze23–26 · 47%13–11 · 54%too few to test
Vanessa25–18 · 58%14–16 · 47%+10.0
Dural27–10 · 73%14–8 · 64%too few to test
Jean15–21 · 42%14–7 · 67%too few to test
Lei Fei11–27 · 29%8–12 · 40%too few to test
Taka10–7 · 59%7–2 · 78%too few to test
Eileen8–10 · 44%0–2 · 0%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.

285 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?

Not counted here: Jacky. Their matches 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 (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: 13 of 20 tests hold up