VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

借酒中

Career matches3,921
Career win rate50.4%
Round win rate47.1%
Peak rank38
Distinct opponents184
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1750 #573 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

Shun383,9211,9751,94650.4%

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

1,477 of 2,338 rounds counted

6.0 inputs a second (362 a minute) this season. Faster than 19% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun6.03621,477

By opponent's character

Jean6.2370189
Kage6.0361140
Sarah6.036268
Akira6.1365108
Pai6.0361116
El Blaze5.8348104
Lau6.0360103
Wolf5.9356114
Lei Fei5.935384
Lion6.136879
Shun6.136672
Jeffry5.835029
Vanessa5.834773
Goh6.438637
Jacky6.036038
Aoi6.338051
Eileen6.438518
Brad5.734033
Dural6.136621

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

Jean61322952.5%+7.2
Kage55292652.7%+8.7
Sarah41202148.8%+4.2
Akira37201754.0%+4.7
Pai33201360.6%+14.3
El Blaze32112134.4%-10.6
Lau32102231.2%-13.3
Wolf32141843.8%-5.5
Lei Fei31151648.4%+3.0
Lion30111936.7%-11.6
Shun30141646.7%+8.7
Jeffry29121741.4%-9.6
Vanessa29101934.5%-15.0
Goh27131448.1%+3.5
Jacky26141253.9%+5.5
Aoi25151060.0%+11.4
Eileen1751229.4%-19.2
Brad134930.8%-15.2
Dural63350.0%+3.0
Taka1010.0%-45.6

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.

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

Low Fence73383552.0%+7.2
Single Wall71314043.7%-3.0
Half Fence70323845.7%-1.4
Breakable Half Fence54233142.6%-4.8
Octagon54262848.1%+3.4
Full Fence53203337.7%-12.1
Rectangle53252847.2%+1.7
Breakable Full Fence49242549.0%+3.8
Open42222052.4%+5.2
Full Fence and Open37142337.8%-5.8

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
Walls33345.0%46.5%-1.5
No walls18648.9%46.4%+2.6

Walls against open: -4.0 points (95% range -13.0 to +5.0), p 0.379 — 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

しょべるん (Rank 36)2026/09/1051420.0%
ikkyusaaan (Rank 41)2026/09/1061516.7%
お~ちゃん (Rank 35)2026/09/0874357.1%
拳四郎 (Rank 37)2026/09/0893633.3%
究極無敵 (Rank 38)2026/09/08107370.0%
ゲッパー (Rank 38)2026/09/082181338.1%
mahiro_725 (Rank 37)2026/09/0775271.4%
くろね@のびしろF (Rank 36)2026/09/07135838.5%
ねこむーと (Rank 38)2026/09/0728161257.1%
おむすび山▲かずkaz_kcj (Rank 40)2026/09/0772528.6%
パパ (Rank 40)2026/08/3182625.0%
おさげ (Rank 40)2026/08/04145935.7%
ふかふか (Rank 38)2026/08/04147750.0%
ken3000wo (Rank 34)2026/06/3095455.6%
pnt_555 (Rank 36)2026/06/2563350.0%
donburiblaze (Rank 34)2026/06/035050.0%
ちゃんゆき/takayuki_vf (Rank 35)2026/05/3164266.7%
けいすけ新宿 (Rank 32)2026/05/2783537.5%
anzenpai (Rank 34)2026/05/2774357.1%
でんでんでん123 (Rank 39)2026/05/2072528.6%
初代マサオ (Rank 38)2026/05/18112918.2%
まか (Rank 36)2026/04/1472528.6%
あいりく (Rank 35)2026/04/0274357.1%
Wallaby360 (Rank 37)2026/04/0262433.3%
junkman (Rank 36)2026/04/0262433.3%

Round openings

Shun

Career
1,975–1,946 · 50.4%
This season
587 matches · 46.3%
Peak rank
38

First hit in 57.0% of 2,328 rounds. Won 49.7% of the rounds they struck first, 43.6% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 65.8% of rounds, against 40.7% in their other rounds.
  • Against Lei Fei: waits first in 52.3% of rounds, against 35.0% against everyone else.
  • After winning a round: backs off first in 25.8% of rounds, against 12.5% after losing one.
  • When ahead: backs off first in 26.3% of rounds, against 14.4% when level or behind.
  • In round 1: opens with “4P+K Tenshin Benshu into P+G throw” in 12.9% of rounds, against 1.8% in their other rounds.
  • Against Aoi: opens with “crouch into 2P Fukuchougeki” in 19.0% of rounds, against 8.1% against everyone else.
  • After losing a round: opens with “crouch into 1P Haisenchu” in 12.3% of rounds, against 5.8% after winning one.
  • When behind: opens with “4P+K Tenshin Benshu into P+G throw” in 3.4% of rounds, against 0.5% when ahead or level.

How is this tested?

crouch into Fukuchougeki2P1988.5%
crouch into Haisenchu1P1948.3%
offensive move1195.1%
Tenshin Benshu4P+K into throwP+G1074.6%
backward movement into Kasen Chugeki6P903.9%
Getsuga Gakushu46P into Honshin TankaP+K793.4%
crouch into Senpu Soutai3K+G753.2%
Gyou'in Haishu3P703.0%
Gyou'in Haishu3P into guardG632.7%
backward movement into Getsuga Gakushu46P632.7%
Getsuga Gakushu46P622.6%
offensive move into guardG612.6%
Fukuchougeki2P into backdash592.5%
Fukuchougeki2P502.1%
Senpu Soutai3K+G482.0%

191 further openings account for the other 1,000 rounds.

By stage type

Record against each character on walled and open stages, as Shun

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jean19–21 · 48%7–7 · 50%too few to test
Kage15–14 · 52%12–10 · 55%too few to test
Sarah10–10 · 50%10–9 · 53%too few to test
Akira13–8 · 62%6–8 · 43%too few to test
Pai9–6 · 60%9–5 · 64%too few to test
El Blaze8–12 · 40%3–9 · 25%too few to test
Lau6–15 · 29%3–5 · 38%too few to test
Wolf6–12 · 33%6–2 · 75%too few to test
Lei Fei9–9 · 50%5–6 · 45%too few to test
Lion4–12 · 25%5–2 · 71%too few to test
Shun4–9 · 31%5–4 · 56%too few to test
Jeffry9–12 · 43%3–2 · 60%too few to test
Vanessa4–9 · 31%4–9 · 31%too few to test
Goh5–11 · 31%6–0 · 100%too few to test
Jacky13–7 · 65%0–5 · 0%too few to test
Aoi10–3 · 77%2–3 · 40%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.

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 (18 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: 8 of 18 tests hold up