VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

ATARi

Career matches1,557
Career win rate51.6%
Round win rate47.6%
Peak rank31
Distinct opponents101
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1419 #2,546 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

Shun311,55780375451.6%

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

925 of 1,028 rounds counted

6.2 inputs a second (374 a minute) this season. Faster than 24% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun6.2374925

By opponent's character

Akira6.3379170
Jeffry6.2374119
Jacky6.237179
Sarah5.935667
Wolf6.539161
Kage6.338040
Goh6.136650
Jean6.337647
Lau6.337839
Lion6.136540
Vanessa6.337732
Shun6.438436
Aoi6.036334
Lei Fei6.438633
Pai6.337920
El Blaze6.136618
Taka6.035722
Brad6.036214
Eileen6.73994

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

Akira52272551.9%+9.5
Jeffry28141450.0%+4.2
Jacky1971236.8%-13.9
Sarah1771041.2%-6.8
Wolf1551033.3%-16.8
Kage149564.3%+14.5
Goh135838.5%-8.2
Jean126650.0%+0.6
Lau104640.0%-10.4
Lion102820.0%-33.4
Vanessa103730.0%-22.3
Shun94544.4%+7.9
Aoi86275.0%+19.6
Lei Fei85362.5%+17.5
Pai85362.5%+16.5
El Blaze74357.1%+10.4
Taka75271.4%+22.7
Brad42250.0%+4.2
Eileen2020.0%-48.7

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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

Full Fence37201754.0%+6.3
Breakable Half Fence36171947.2%+1.7
Breakable Full Fence33151845.5%-3.3
Half Fence30131743.3%-4.5
Single Wall27141351.9%+1.9
Rectangle22101245.5%+3.6
Low Fence1941521.1%-32.1
Octagon1761135.3%-8.2
Open1711664.7%+12.2
Full Fence and Open107370.0%+26.5

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls17546.3%46.4%-0.1
No walls6346.0%51.2%-5.2

Walls against open: +5.0 points (95% range -10.2 to +20.2), p 0.517 — 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

銀髪ザムライ (Rank 28)2026/10/1831233.3%
にすと ☆能登VF部 (Rank 30)2026/10/1263350.0%
鳩男 (Rank 31)2026/10/1262433.3%
ガンオンやりたひ (Rank 29)2026/10/1143175.0%
orz (Rank 29)2026/09/2362433.3%
fazz00r (Rank 27)2026/09/2232166.7%
CELIS (Rank 28)2026/09/2232166.7%
ゲッパー (Rank 32)2026/09/1442250.0%
とみ~(お茶 (Rank 33)2026/09/1442250.0%
カミナリおやじ (Rank 27)2026/09/1465183.3%
タイヨウ (Rank 32)2026/09/1432166.7%
r1s1d8 (Rank 26)2026/09/13440100.0%
アドリブ使い (Rank 31)2026/09/1243175.0%
jiwoonpk (Rank 32)2026/08/3161516.7%
allgonnaworkout (Rank 29)2026/08/30104640.0%
まろん (Rank 33)2026/08/2473442.9%
胃弱 (Rank 28)2026/07/2162433.3%
ルビーロマン葵 (Rank 28)2026/06/2152340.0%
黒シャツ (Rank 30)2026/06/1554180.0%
BONZE_ADVENTURE (Rank 32)2026/06/1552340.0%
PKG (Rank 27)2026/06/0653260.0%
CDM_rui.jp (Rank 32)2026/06/0651420.0%
xXsoul-childXx (Rank 27)2026/06/0654180.0%
龍仙人【鬼手仏心】 (Rank 26)2026/05/2432166.7%
kimxxxtt (Rank 14)2026/03/2853260.0%

Round openings

Shun

Career
803–754 · 51.6%
This season
253 matches · 47.4%
Peak rank
31

First hit in 42.5% of 897 rounds. Won 50.9% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 30.4% of rounds, against 12.5% in their other rounds.
  • After losing a round: waits first in 18.1% of rounds, against 6.5% after winning one.
  • When ahead: attacks straight away in 83.6% of rounds, against 65.0% when level or behind.
  • In round 1: opens with “backdash into 46P+K Dokuritsu Kanpai” in 8.5% of rounds, against 2.9% in their other rounds.

How is this tested?

Tenshin Souchushou6P+K546.0%
offensive move505.5%
Kasen Chugeki6P into Kasen Zenbokushou6PP404.4%
Kousoku Kouhi17P+K+G into Kousoku Kouhi Fusshu17P+K+GP394.3%
backdash into Dokuritsu Kanpai46P+K394.3%
crouch into Haisenchu1P394.3%
Rensai Gakushu46PP into Rengeki Gakushu46PPP384.2%
Koushinhi4P+K+G into Koushinhi Fusshu4P+K+GP353.9%
Tenshin Kashitai1K+G303.3%
Honshin Rensenkyaku4K+G232.5%
crouch into Zensen Soutai2K+G232.5%
up-forward kick9K into Kousoku Zenhi39P+K+G202.2%
Gyou'in Haishu3P into Tenshin Benshu4P+K182.0%
punchP into kickK182.0%
crouch into Tenshin Kashitai1K+G171.9%

146 further openings account for the other 420 rounds.

Counted from 224 of the 253 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
Akira12–22 · 35%8–1 · 89%too few to test
Jeffry7–10 · 41%4–4 · 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.

29 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: 4 of 17 tests hold up