VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

SHU

Career matches4,978
Career win rate56.8%
Round win rate56.9%
Peak rank43
Distinct opponents91
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

2014 #27 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

Shun434,9782,8252,15356.8%

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

698 of 1,114 rounds counted

6.5 inputs a second (388 a minute) this season. Faster than 30% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun6.5388698

By opponent's character

Kage6.740165
Shun6.639785
Lion6.639461
Vanessa6.136439
Lau6.539069
Akira7.041842
Brad6.438550
Eileen6.337728
Goh6.438248
Sarah6.237042
Aoi6.438628
Jacky6.639432
Lei Fei6.237422
Taka6.237536
El Blaze5.83467
Pai6.438428
Jean7.042016

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

Kage40281270.0%+9.9
Shun2820871.4%+3.7
Lion2721677.8%+10.3
Vanessa2112957.1%-13.6
Lau2013765.0%-2.2
Akira1411378.6%+15.2
Brad148657.1%-8.0
Eileen127558.3%-7.3
Goh129375.0%+5.8
Sarah1210283.3%+14.6
Aoi117463.6%-1.6
Jacky116554.5%-8.1
Lei Fei117463.6%-5.0
Taka93633.3%-31.4
El Blaze85362.5%-10.8
Jeffry84450.0%-24.0
Pai86275.0%+2.6
Jean64266.7%-5.1
Wolf220100.0%+43.7

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

Breakable Full Fence41241758.5%-10.8
Single Wall33191457.6%-10.4
Octagon2926389.7%+24.4
Open2920969.0%+2.0
Full Fence28171160.7%-2.6
Breakable Half Fence2519676.0%+6.2
Half Fence25151060.0%-8.8
Rectangle2216672.7%+7.1
Low Fence1881044.4%-22.4
Full Fence and Open1714382.3%+19.6

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls17068.8%67.2%+1.6
No walls8058.8%66.6%-7.8

Walls against open: +9.4 points (95% range -3.8 to +22.6), p 0.162 — 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

自作マニア@むめい。 (Rank 42)2026/10/1176185.7%
ピーエス (Rank 39)2026/10/1153260.0%
あむざん (Rank 43)2026/09/1353260.0%
カルティカ (Rank 40)2026/09/0654180.0%
おさげ (Rank 44)2026/09/0651420.0%
ちぃつが (Rank 41)2026/08/30440100.0%
jinmenusagi (Rank 42)2026/08/2965183.3%
デネ (Rank 41)2026/08/25660100.0%
ハマラウ (Rank 42)2026/08/2564266.7%
chiorinho (Rank 43)2026/08/2541325.0%
jean (Rank 43)2026/08/2476185.7%
せろり☆ (Rank 42)2026/08/241910952.6%
manatsu_7 (Rank 43)2026/08/2462433.3%
ロドリゴサンチェス (Rank 41)2026/08/2443175.0%
pesonkun0519 (Rank 42)2026/08/2342250.0%
rocku (Rank 40)2026/08/2343175.0%
tu-kun0223 (Rank 40)2026/05/2553260.0%
『ρε』.α (Rank 42)2026/05/25106460.0%
k-wofs (Rank 41)2026/05/2243175.0%
エル・シエロ (Rank 42)2026/05/2285362.5%
金色疋殺地蔵 (Rank 41)2026/05/0763350.0%
coco_papasan (Rank 38)2026/04/14660100.0%
iiv272 (Rank 41)2026/04/1462433.3%
亜希 (Rank 42)2026/04/1453260.0%
めろぴ。 (Rank 39)2026/03/2963350.0%

Round openings

Shun

Career
2,825–2,153 · 56.8%
This season
274 matches · 66.8%
Peak rank
43

First hit in 53.1% of 1,040 rounds. Won 56.0% of the rounds they struck first, 57.4% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 34.9% of rounds, against 15.1% in their other rounds.
  • Against Jacky: backs off first in 46.5% of rounds, against 10.5% against everyone else.
  • After opening the round before by waiting: waits first in 34.9% of rounds, against 17.2% after anything else.
  • After winning a round: moves in first in 24.5% of rounds, against 6.8% after losing one.
  • When ahead: moves in first in 26.1% of rounds, against 10.2% when level or behind.
  • On 10–14 drinks: moves in first in 30.9% of rounds, against 13.1% on other drink counts.
  • In round 1: opens with “3P Gyou'in Haishu” in 10.1% of rounds, against 1.4% in their other rounds.
  • Against Lion: opens with “2P Fukuchougeki” in 23.5% of rounds, against 6.2% against everyone else.
  • After opening the round before with “2P Fukuchougeki”: opens with “2P Fukuchougeki” in 19.2% of rounds, against 6.8% after anything else.
  • After losing a round: opens with “2P Fukuchougeki” in 15.3% of rounds, against 1.7% after winning one.
  • When behind: opens with “2P Fukuchougeki” in 17.7% of rounds, against 2.8% when ahead or level.
  • On 15+ drinks: opens with “crouch dash forward into 6K Sokutan Senshu” in 22.2% of rounds, against 4.3% on other drink counts.

How is this tested?

Fukuchougeki2P868.2%
evade up into crouch dash forward464.4%
crouch into Haisenchu1P444.2%
crouch dash forward into Sokutan Senshu6K434.1%
Gyou'in Haishu3P373.5%
guardG into Gyou'in Haishu3P323.0%
Getsuga Gakushu46P312.9%
crouch dash back into offensive move302.9%
guardG into evade up292.8%
Getsuga Gakushu46P into Rensai Gakushu46PP282.7%
crouch dash forward into Koushu Rentai1KK242.3%
backdash into offensive move201.9%
Haisenchu1P181.7%
Haisenchu1P into guardG181.7%
backward movement into Kasen Chugeki6P181.7%

151 further openings account for the other 550 rounds.

Counted from 258 of the 274 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
Kage12–5 · 71%12–5 · 71%too few to test
Lion19–5 · 79%2–1 · 67%too few to test
Shun10–0 · 100%5–6 · 45%too few to test
Vanessa6–4 · 60%4–5 · 44%too few to test
Lau10–5 · 67%2–2 · 50%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.

16 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: 12 of 17 tests hold up