VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

ttmnkns

Career matches3,474
Career win rate49.9%
Round win rate47.7%
Peak rank30
Distinct opponents219
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1462 #2,255 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

Shun303,4741,7321,74249.9%

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

2,131 of 2,521 rounds counted

6.1 inputs a second (368 a minute) this season. Faster than 22% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun6.13682,131

By opponent's character

Akira6.3376365
Jacky6.2372209
Jean6.3377200
Jeffry6.1364163
Wolf6.0362179
Aoi6.1363163
Goh6.337782
Pai6.136793
Sarah6.1368118
Taka6.2371108
El Blaze5.533061
Kage5.935666
Shun5.633532
Lau6.639576
Lion5.834961
Vanessa5.734445
Eileen6.236937
Dural6.639533
Lei Fei5.734127
Brad5.834813

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

Akira100564456.0%+12.4
Jacky60392165.0%+20.1
Jean52203238.5%-1.8
Jeffry52242846.1%+1.5
Wolf49212842.9%-3.3
Aoi42192345.2%+1.0
Goh36152141.7%-3.9
Pai36171947.2%-6.3
Sarah35142140.0%-3.2
Taka3192229.0%-14.9
El Blaze1971236.8%-14.3
Kage1971236.8%-7.8
Shun1961331.6%-10.5
Lau1812666.7%+15.7
Lion1751229.4%-10.8
Vanessa135838.5%-10.9
Eileen96366.7%+16.9
Dural82625.0%-20.6
Lei Fei82625.0%-21.5
Brad7070.0%-41.8

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.

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

Open82404248.8%+1.6
Breakable Full Fence77324541.6%-3.6
Half Fence70264437.1%-7.7
Rectangle64343053.1%+6.2
Full Fence62332953.2%+8.0
Octagon59213835.6%-9.5
Breakable Half Fence55302554.5%+10.9
Low Fence55243143.6%-2.6
Single Wall38152339.5%-4.2
Full Fence and Open29141548.3%+2.2

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls38745.5%45.2%+0.3
No walls17545.1%46.1%-0.9

Walls against open: +1.2 points (95% range -7.6 to +10.1), p 0.782 — 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

かりすまっくすさん★ (Rank 30)2026/10/1295455.6%
TaKaArAsHi573 (Rank 28)2026/10/1272528.6%
juste (Rank 30)2026/10/12125741.7%
tamaneen (Rank 32)2026/10/11117463.6%
こて (Rank 30)2026/10/11106460.0%
CELIS (Rank 28)2026/10/05159660.0%
白髪多め (Rank 26)2026/10/0473442.9%
エルモchYT★プなれ★ (Rank 30)2026/10/0495455.6%
NoMark/ノーマーク (Rank 29)2026/10/0472528.6%
マクシミリアン15世 (Rank 30)2026/09/3074357.1%
カミナリおやじ (Rank 29)2026/09/3072528.6%
nourusu (Rank 29)2026/09/3065183.3%
無槪念野獸/무개념야수 (Rank 26)2026/09/2483537.5%
PKG (Rank 28)2026/09/22125741.7%
wcc6181 (Rank 27)2026/09/1474357.1%
失礼!スマッシュ☆彡 (Rank 27)2026/09/06104640.0%
のびもあ (Rank 28)2026/09/0662433.3%
HIROCHILL (Rank 30)2026/08/3164266.7%
hahaha (Rank 27)2026/08/31138561.5%
しろ☆おび。@のびしろF (Rank 24)2026/08/3163350.0%
銀 (Rank 28)2026/08/20104640.0%
orz (Rank 30)2026/06/0472528.6%
maripon (Rank 29)2026/05/3173442.9%
MikuMartineau (Rank 30)2026/05/2492722.2%
さいたま梅澤/T.Umezawa (Rank 29)2026/05/1871614.3%

Round openings

Shun

Career
1,732–1,742 · 49.9%
This season
630 matches · 45.4%
Peak rank
30

First hit in 59.5% of 2,256 rounds. Won 50.4% of the rounds they struck first, 44.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 86.8% of rounds, against 43.0% in their other rounds.
  • Against Shun: attacks straight away in 67.6% of rounds, against 45.0% against everyone else.
  • After opening the round before by attacking: attacks straight away in 64.4% of rounds, against 51.8% after anything else.
  • After winning a round: waits first in 48.4% of rounds, against 37.9% after losing one.
  • When behind: attacks straight away in 59.6% of rounds, against 51.2% when ahead or level.
  • In round 1: opens with “G guard” in 43.2% of rounds, against 3.6% in their other rounds.
  • Against Wolf: opens with “G guard” in 24.6% of rounds, against 12.5% against everyone else.
  • After opening the round before with “G guard”: opens with “crouch into 1P Haisenchu” in 45.2% of rounds, against 22.5% after anything else.
  • After winning a round: opens with “crouch into 1P Haisenchu” in 35.7% of rounds, against 17.2% after losing one.
  • When ahead: opens with “crouch into 1P Haisenchu” in 37.6% of rounds, against 22.1% when level or behind.

How is this tested?

crouch into Haisenchu1P53523.6%
guardG30713.5%
Honshin Rensenkyaku4K+G1737.6%
Tanhi ChougekiK+G1526.7%
offensive move into Honshin TankaP+K1155.1%
crouch into Koushu Rentai1KK1114.9%
crouch into Fukuchougeki2P1094.8%
punchP into Haisenchu Kaikakyaku1PK843.7%
Haisenchu1P693.0%
offensive move602.6%
guardG into Honshin Rensenkyaku4K+G502.2%
Gyoushin Suitai4K452.0%
Kasen Chugeki6P into Kasen Zenbokushou6PP391.7%
Gyoushin Suitai4K into Getsuga Chougeki4KP351.5%
guardG into Koushu Rentai1KK311.4%

64 further openings account for the other 355 rounds.

Counted from 567 of the 630 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
Akira33–27 · 55%15–7 · 68%too few to test
Jacky22–8 · 73%9–8 · 53%too few to test
Jeffry14–19 · 42%7–5 · 58%too few to test
Wolf14–18 · 44%6–7 · 46%too few to test
Jean8–14 · 36%5–8 · 38%too few to test
Aoi10–11 · 48%2–8 · 20%too few to test
Goh6–13 · 32%5–7 · 42%too few to test
Pai11–13 · 46%5–5 · 50%too few to test
Sarah10–15 · 40%1–3 · 25%too few to test
Taka4–9 · 31%3–9 · 25%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.

63 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: 10 of 18 tests hold up