VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Shun

Drunk_Monkey3110

Career matches8,614
Career win rate45.7%
Round win rate49.3%
Peak rank27
Distinct opponents231
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1354 #2,903 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

Shun278,6143,9354,67945.7%

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

2,309 of 2,979 rounds counted

6.4 inputs a second (384 a minute) this season. Faster than 29% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun6.43842,309

By opponent's character

Goh6.4385307
Aoi6.1365213
Akira6.4386242
Wolf6.7404245
Jacky6.5392176
El Blaze6.4382131
Jean6.5391188
Jeffry6.4385133
Pai6.5390135
Shun6.7401146
Kage5.935645
Sarah5.935496
Lion6.136672
Vanessa6.237442
Lau6.539060
Eileen6.539148
Taka5.63378
Brad6.33799
Lei Fei5.331911
Dural4.62762

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

Goh88414746.6%-7.3
Aoi78473160.3%+11.7
Akira74314341.9%-11.0
Wolf71323945.1%-3.4
Jacky57223538.6%-2.7
El Blaze48222645.8%-4.0
Jean47281959.6%+10.7
Jeffry46291763.0%+9.1
Pai46232350.0%+3.9
Shun46271958.7%+11.7
Kage31171454.8%+4.5
Sarah31121938.7%-5.4
Lion28101835.7%-5.1
Vanessa2191242.9%-7.8
Lau1913668.4%+14.7
Eileen145935.7%-2.8
Taka5050.0%-43.9
Brad41325.0%-10.5
Lei Fei41325.0%-26.2
Dural2020.0%-30.7

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Half Fence92454748.9%+4.4
Single Wall79384148.1%-4.8
Breakable Full Fence77413653.2%+4.7
Low Fence75383750.7%+0.3
Breakable Half Fence74363848.6%-0.4
Rectangle71333846.5%-3.0
Octagon68353351.5%+4.2
Open68363252.9%+3.9
Full Fence62263641.9%-4.9
Full Fence and Open47212644.7%-0.7

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
Walls44448.6%47.6%+1.0
No walls22250.5%50.8%-0.4

Walls against open: +1.4 points (95% range -6.7 to +9.4), p 0.739 — 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

Rosagigantea (Rank 28)2026/10/1484450.0%
GWO (Rank 23)2026/10/0997277.8%
48歳技覚えられないよ (Rank 26)2026/10/03880100.0%
dalmax72 (Rank 26)2026/10/031712570.6%
TaKaArAsHi573 (Rank 24)2026/09/30115645.5%
HayanieMozu (Rank 23)2026/09/2784450.0%
ズサ齋藤 (Rank 26)2026/09/11112918.2%
フルメタル (Rank 27)2026/09/0392722.2%
M&E (Rank 23)2026/09/03168850.0%
NORESPECT (Rank 27)2026/08/2875271.4%
fazz00r (Rank 27)2026/08/27115645.5%
こて (Rank 26)2026/08/2782625.0%
nikuzuki (Rank 21)2026/08/21147750.0%
ILAYZA (Rank 22)2026/08/2173442.9%
失礼!スマッシュ☆彡 (Rank 29)2026/08/171641225.0%
mitorakujo (Rank 26)2026/08/1776185.7%
yasai (Rank 21)2026/08/0576185.7%
安全パイ (Rank 23)2026/08/0576185.7%
けつ毛バーガー相場 (Rank 23)2026/08/05107370.0%
μ (Rank 24)2026/08/05103730.0%
HaseMasa (Rank 24)2026/07/2374357.1%
penta (Rank 21)2026/05/2811110100.0%
タイヨウ (Rank 25)2026/05/2894544.4%
kobaman (Rank 26)2026/05/2222101245.5%
wh-ida2 (Rank 22)2026/05/1196366.7%

Round openings

Shun

Career
3,935–4,679 · 45.7%
This season
760 matches · 48.7%
Peak rank
27

First hit in 50.5% of 2,776 rounds. Won 51.8% of the rounds they struck first, 46.6% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 5.2% of rounds, against 2.7% in their other rounds.
  • Against Shun: waits first in 17.8% of rounds, against 5.7% against everyone else.
  • After opening the round before by backing off: backs off first in 22.6% of rounds, against 11.3% after anything else.
  • After losing a round: waits first in 7.7% of rounds, against 4.3% after winning one.
  • In round 4 or later: opens with “offensive move” in 6.4% of rounds, against 3.8% in their other rounds.
  • After losing a round: opens with “3P Gyou'in Haishu into forward dash” in 5.3% of rounds, against 2.0% after winning one.
  • When behind: opens with “3P Gyou'in Haishu into forward dash” in 5.7% of rounds, against 2.2% when ahead or level.

How is this tested?

backward movement into Kasen Chugeki6P1545.5%
Kasen Chugeki6P1294.6%
Tenshin Haishu4P1254.5%
offensive move1244.4%
Gyou'in Haishu3P into forward dash1144.1%
Kousoku Kouhi17P+K+G into Kousoku Kouhi Soushu17P+K+GP+K863.1%
Asen Kaikyaku44K into Gyoushin Suitai4K702.5%
Gyou'in Haishu3P into Tenshin Benshu4P+K702.5%
Koushinhi4P+K+G682.4%
Gyou'in Haishu3P672.4%
Kasen Chugeki6P into forward dash652.3%
Fukuchougeki2P642.3%
guardG632.2%
Kasen Chugeki6P into Kasen Zenbokushou6PP481.7%
punchP into Ryubikyaku8K+G441.6%

298 further openings account for the other 1,508 rounds.

Counted from 713 of the 760 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
Goh20–22 · 48%15–23 · 39%+11.9
Akira19–22 · 46%11–11 · 50%too few to test
Aoi26–25 · 51%9–3 · 75%too few to test
Wolf20–22 · 48%5–7 · 42%too few to test
Jacky11–25 · 31%9–10 · 47%too few to test
El Blaze15–17 · 47%4–2 · 67%too few to test
Shun19–10 · 66%6–8 · 43%too few to test
Jeffry20–8 · 71%6–4 · 60%too few to test
Jean9–8 · 53%17–4 · 81%too few to test
Pai13–19 · 41%2–0 · 100%too few to test
Kage7–6 · 54%9–5 · 64%too few to test
Sarah10–8 · 56%1–6 · 14%too few to test
Vanessa7–7 · 50%1–4 · 20%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.

47 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 (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: 7 of 18 tests hold up