VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Shun

もん

Career matches802
Career win rate56.6%
Round win rate52.6%
Peak rank30
Distinct opponents67
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1506 #1,975 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

Shun3080245434856.6%

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

561 of 561 rounds counted

8.0 inputs a second (478 a minute) this season. Faster than 70% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun8.0478561

By opponent's character

Aoi7.947560
Akira8.047955
Wolf7.947555
Goh8.651646
Jacky8.047743
Jean7.947537
Pai7.846732
Shun8.148832
Brad7.745930
Lau7.947328
Sarah8.249429
Lion7.746422
Vanessa8.852918
El Blaze7.746016
Jeffry7.846714
Lei Fei7.645615
Kage7.545211
Taka7.846914
Eileen7.54534

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

Aoi1661037.5%-24.3
Akira1410471.4%+20.6
Wolf147750.0%-6.7
Goh117463.6%+9.1
Jacky118372.7%+19.9
Jean96366.7%+19.0
Pai87187.5%+27.9
Shun83537.5%-24.7
Brad73442.9%-18.5
Lau74357.1%+11.4
Sarah71614.3%-43.9
Lion64266.7%+3.1
Vanessa54180.0%+26.7
El Blaze43175.0%+10.8
Jeffry42250.0%-11.5
Lei Fei41325.0%-26.1
Kage330100.0%+19.1
Taka31233.3%-36.5
Eileen110100.0%+40.5

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

Full Fence1910952.6%-12.3
Breakable Half Fence179852.9%-6.0
Rectangle1713476.5%+26.6
Single Wall1610662.5%+4.6
Low Fence157846.7%-11.4
Open148657.1%-1.3
Breakable Full Fence136746.1%-9.3
Full Fence and Open104640.0%-20.1
Half Fence95455.6%+2.2
Octagon54180.0%+30.4

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls8058.8%56.7%+2.0
No walls4555.6%57.9%-2.3

Walls against open: +4.3 points (95% range -17.1 to +25.8), p 0.693 — 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

タイヨウ (Rank 32)2026/10/112020.0%
ガンオンやりたひ (Rank 32)2026/10/1143175.0%
nekota (Rank 26)2026/10/1164266.7%
be-shedded (Rank 28)2026/10/11550100.0%
jackgnhang (Rank 29)2026/10/1121150.0%
xXsoul-childXx (Rank 30)2026/10/1132166.7%
[VirtuAnalytics]SuperGolden (Rank 26)2026/10/1131233.3%
SHUSHUSHU (Rank 29)2026/10/063030.0%
mitorakujo (Rank 27)2026/09/2731233.3%
こて (Rank 28)2026/09/1531233.3%
アベル (Rank 30)2026/09/1231233.3%
BANANA (Rank 30)2026/09/1161516.7%
さざび (Rank 29)2026/09/1132166.7%
Hypertension (Rank 33)2026/09/0631233.3%
GreenJacky (Rank 31)2026/09/062020.0%
nanami.madogiwa (Rank 31)2026/09/0431233.3%
Phrazes_For_The_Young (Rank 33)2026/09/0332166.7%
nourusu (Rank 29)2026/08/3164266.7%
tatsuya_doragon8741 (Rank 28)2026/08/2231233.3%
壱色淸淨 (Rank 27)2026/08/213030.0%
ねこ吉 (Rank 26)2026/08/1931233.3%
wcc6181 (Rank 26)2026/07/3043175.0%
μ (Rank 27)2026/07/3053260.0%
chimichama (Rank 21)2026/07/27330100.0%
prpr (Rank 11)2026/07/2421150.0%

Round openings

Shun

Career
454–348 · 56.6%
This season
142 matches · 57.0%
Peak rank
30

First hit in 43.9% of 453 rounds. Won 54.8% of the rounds they struck first, 49.6% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 55.2% of rounds, against 42.7% in their other rounds.
  • After winning a round: attacks straight away in 54.7% of rounds, against 30.5% after losing one.
  • When ahead: attacks straight away in 58.0% of rounds, against 37.0% when level or behind.
  • After winning a round: opens with “offensive move” in 21.2% of rounds, against 5.4% after losing one.
  • When the score is level: opens with “offensive move” in 22.0% of rounds, against 12.4% when ahead or behind.

How is this tested?

offensive move5712.6%
crouch into Haisenchu1P408.8%
Tenshin Souchushou6P+K173.8%
crouch into Haisenchu Kaikakyaku1PK173.8%
Gyou'in Haishu3P into Tenshin Benshu4P+K153.3%
Gyou'in Haishu3P143.1%
backdash into evade up143.1%
backdash into backward movement122.6%
crouch into Gyou'in Haishu3P112.4%
guardG into crouch112.4%
Gyou'in Haishu3P into guardG102.2%
guardG into backdash102.2%
offensive move into evade down92.0%
punchP into RengekiPP81.8%
guardG into Gyou'in Haishu3P71.6%

95 further openings account for the other 201 rounds.

Counted from 116 of the 142 matches played. The rest were not pulled for openings.

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: 5 of 17 tests hold up