VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

genery999

Career matches2,522
Career win rate50.4%
Round win rate50.2%
Peak rank31
Distinct opponents153
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1463 #2,249 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

Shun312,5221,2721,25050.4%

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

1,169 of 1,497 rounds counted

8.1 inputs a second (485 a minute) this season. Faster than 73% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun8.14851,169

By opponent's character

Akira8.0480153
Jacky8.0477117
Vanessa8.4501110
Pai8.249580
Wolf8.551268
Aoi8.148680
Shun8.148478
El Blaze8.048244
Jean8.148845
Brad7.847180
Sarah7.947265
Jeffry8.148551
Lau8.048245
Goh8.249033
Kage7.947438
Lion8.148532
Taka8.047926
Lei Fei8.349913
Eileen7.84707
Dural7.64574

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

Akira55352063.6%+15.8
Jacky37172046.0%-8.2
Vanessa34151944.1%-9.7
Pai26121446.1%-9.0
Wolf26111542.3%+0.0
Aoi25111444.0%-5.8
Shun24121250.0%+5.3
El Blaze23121152.2%+7.7
Jean23111247.8%+2.0
Brad2012860.0%+9.8
Sarah1751229.4%-19.8
Jeffry1641225.0%-27.2
Lau138561.5%+14.4
Goh106460.0%+9.8
Kage94544.4%+1.9
Lion96366.7%+15.2
Taka63350.0%+3.0
Lei Fei32166.7%+8.0
Eileen2020.0%-49.7
Dural110100.0%+41.4

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.

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 Fence46242252.2%+5.3
Half Fence44242054.5%+6.4
Octagon43222151.2%-1.5
Low Fence42192345.2%-4.9
Rectangle36181850.0%-5.1
Full Fence35171848.6%-4.4
Breakable Half Fence34122235.3%-14.3
Single Wall30171356.7%+11.1
Open27121544.4%-3.4
Full Fence and Open22101245.5%-0.9

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls23849.2%50.6%-1.5
No walls9948.5%48.1%+0.4

Walls against open: -1.8 points (95% range -14.0 to +10.4), p 0.772 — 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

cokeshi (Rank 30)2026/10/1062433.3%
Melt (Rank 33)2026/10/0851420.0%
LSt_14 (Rank 33)2026/10/0892722.2%
賛美歌13番 (Rank 28)2026/10/0854180.0%
tamaneen (Rank 30)2026/10/0441325.0%
しゅが~nsr (Rank 27)2026/10/021911857.9%
fazz00r (Rank 29)2026/09/2953260.0%
nanami.madogiwa (Rank 29)2026/09/1373442.9%
銀 (Rank 30)2026/09/1072528.6%
お~ちゃん (Rank 32)2026/08/3054180.0%
hahaha (Rank 27)2026/08/1851420.0%
nikuzuki (Rank 28)2026/07/2951420.0%
たわばTAWABA (Rank 28)2026/07/2243175.0%
★★★★★ (Rank 28)2026/06/2093633.3%
Sinabro (Rank 28)2026/06/2043175.0%
ヘニオ (Rank 32)2026/06/2051420.0%
Kwiitter_KR (Rank 30)2026/06/2054180.0%
なめ (Rank 32)2026/06/2061516.7%
a_h_i_k_o (Rank 28)2026/06/1654180.0%
ボンボン俺シール (Rank 32)2026/06/0741325.0%
headup11 (Rank 26)2026/06/06660100.0%
GaaMANジール (Rank 23)2026/05/1265183.3%
MikuMartineau (Rank 30)2026/04/1672528.6%
けいすけ新宿 (Rank 31)2026/04/1651420.0%
okb@j>おーけーびー (Rank 26)2026/04/0954180.0%

Round openings

Shun

Career
1,272–1,250 · 50.4%
This season
379 matches · 49.3%
Peak rank
31

First hit in 54.5% of 1,357 rounds. Won 51.5% of the rounds they struck first, 48.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 39.6% of rounds, against 12.3% in their other rounds.
  • After winning a round: attacks straight away in 79.5% of rounds, against 52.7% after losing one.
  • When ahead: attacks straight away in 80.1% of rounds, against 58.5% when level or behind.
  • On no drinks: backs off first in 21.2% of rounds, against 11.5% on other drink counts.
  • In round 1: opens with “crouch into 3P Gyou'in Haishu” in 15.3% of rounds, against 4.8% in their other rounds.
  • Against Wolf: opens with “P punch into PP Rengeki” in 18.3% of rounds, against 6.8% against everyone else.
  • After winning a round: opens with “4K+G Honshin Rensenkyaku” in 27.4% of rounds, against 10.9% after losing one.
  • When behind: opens with “crouch into 3P Gyou'in Haishu” in 11.0% of rounds, against 1.0% when ahead or level.
  • On 1–4 drinks: opens with “PP Rengeki into PPP Saishu Renkangeki” in 16.4% of rounds, against 4.9% on other drink counts.

How is this tested?

Honshin Rensenkyaku4K+G21015.4%
punchP into RengekiPP1047.6%
backdash into backward movement1027.5%
crouch into Gyou'in Haishu3P1027.5%
RengekiPP into Saishu RenkangekiPPP795.8%
crouch into Koushu Rentai1KK594.3%
throwP+G574.2%
Tanhi ChougekiK+G413.0%
Rensai Gakushu46PP into Rengeki Gakushu46PPP382.8%
forward dash into throwP+G372.7%
crouch into Haisenchu1P362.6%
Getsuga Gakushu46P into Rensai Gakushu46PP332.4%
backdash into Gyou'in Haishu3P272.0%
Kousoku Kouhi17P+K+G into Kousoku Kouhi Fusshu17P+K+GP201.5%
Saishu RenkangekiPPP into Renkan ChougekiPPPK201.5%

139 further openings account for the other 398 rounds.

Counted from 346 of the 379 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
Akira20–15 · 57%7–5 · 58%too few to test
Vanessa10–10 · 50%5–8 · 38%too few to test
Jacky6–14 · 30%5–6 · 45%too few to test
Pai7–8 · 47%2–4 · 33%too few to test
Wolf5–5 · 50%3–7 · 30%too few to test
Brad12–7 · 63%0–0 · —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.

33 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: 9 of 17 tests hold up