VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

world_sloooth

  • Wolf
Career matches995
Career win rate48.3%
Round win rate44.9%
Peak rank27
Distinct opponents24
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1441 #2,406 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

Shun2669732737046.9%
Wolf2729815414451.7%

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

285 of 285 rounds counted

5.8 inputs a second (351 a minute) this season. Faster than 15% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf5.8345241
Shun6.438344

By opponent's character

Akira5.331754
Jacky6.136762
Jean6.438228
Jeffry6.237524
Shun6.438628
Pai5.332124
Lau5.935211
Sarah6.338111
Vanessa5.130412
El Blaze5.734210
Taka5.43269
Wolf5.63377
Kage4.92965

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

Akira1551033.3%-24.1
Jacky156940.0%+5.5
Jean72528.6%-17.6
Jeffry63350.0%+12.3
Shun62433.3%+1.3
Pai52340.0%+0.5
Lau32166.7%+36.1
Sarah330100.0%+57.0
Vanessa31233.3%-18.0
El Blaze220100.0%+63.1
Taka2020.0%-42.9
Wolf2020.0%-33.6
Kage110100.0%+64.6

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

Single Wall145935.7%+4.5
Breakable Half Fence105550.0%-2.1
Breakable Full Fence92722.2%-26.4
Octagon74357.1%+8.8
Open74357.1%+18.2
Half Fence63350.0%+6.0
Rectangle62433.3%-10.7
Low Fence52340.0%+1.8
Full Fence and Open32166.7%+36.1
Full Fence1010.0%-27.2

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
Walls3941.0%46.7%-5.7
No walls2642.3%35.6%+6.7

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

무파ZeroBlue (Rank 26)2026/09/3083537.5%
Nkun2026 (Rank 26)2026/09/302020.0%
nana (Rank 23)2026/09/30220100.0%
TERA (Rank 28)2026/09/301010.0%
48歳技覚えられないよ (Rank 27)2026/09/302020.0%
7ドル7 (Rank 28)2026/09/3031233.3%
TaKaArAsHi573 (Rank 24)2026/09/3095455.6%
カミナリおやじ (Rank 26)2026/09/302020.0%
PKG (Rank 28)2026/09/302020.0%
マクシミリアン15世 (Rank 29)2026/09/302020.0%
はげまん (Rank 29)2026/09/30110100.0%
猫鼻 (Rank 26)2026/09/3031233.3%
鳩男 (Rank 30)2026/09/302020.0%
nourusu (Rank 29)2026/09/3032166.7%
こう (Rank 23)2026/06/04220100.0%
okb@j>おーけーびー (Rank 27)2026/06/042020.0%
twinsshine (Rank 27)2026/06/042020.0%
starszhouuu (Rank 25)2026/06/0463350.0%
h3cube.esports (Rank 27)2026/06/0431233.3%
xXsoul-childXx (Rank 27)2026/06/0462433.3%
Multipla (Rank 26)2026/06/04110100.0%
moppeso (Rank 25)2026/06/04220100.0%
108 (Rank 25)2026/06/02110100.0%
2month (Rank 24)2026/06/0232166.7%

Round openings

Every character

forward movement into Jab StraightPP238.1%
guardG into Low Drop Kick62K238.1%
forward movement into punchP113.9%
backdash into Body Blow6P103.5%
Low Drop Kick62K93.2%
guardG82.8%
punchP82.8%
forward movement into One Two UpperPPP72.5%
backdash into evade up62.1%
crouch dash forward into Regret Discharge33P+K62.1%
crouch into Haisenchu1P62.1%
Low Drop Kick62K into kickK51.8%
backdash into Heavy Middle Kick3K+G51.8%
forward dash into Gasp Kneel Palm Bomb6P+K51.8%
punchP into kickK51.8%

108 further openings account for the other 148 rounds.

Wolf

Career
154–144 · 51.7%
This season
60 matches · 40.0%
Peak rank
27

First hit in 47.7% of 241 rounds. Won 41.7% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Jab StraightPP239.5%
guardG into Low Drop Kick62K239.5%
backdash into Body Blow6P104.2%
forward movement into punchP104.2%
Low Drop Kick62K93.7%
guardG83.3%
forward movement into One Two UpperPPP72.9%
punchP72.9%
crouch dash forward into Regret Discharge33P+K62.5%
Low Drop Kick62K into kickK52.1%
backdash into Heavy Middle Kick3K+G52.1%
forward dash into Gasp Kneel Palm Bomb6P+K52.1%
punchP into kickK52.1%
backdash into evade up41.7%
guardG into Arrow Knuckle3P41.7%

83 further openings account for the other 110 rounds.

Shun

Career
327–370 · 46.9%
This season
10 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Haisenchu1P613.6%
Rensai Gakushu46PP into Rengeki Gakushu46PPP49.1%
backward movement into Kasen Zenbokushou6PP36.8%
Haisenchu1P into Haisenchu Kaikakyaku1PK24.5%
backdash into Kasen Gyou'in6P+K+G24.5%
backdash into evade up24.5%
guardG into Gekizan Senchu3P+K24.5%
guardG into Rengeki Gakushu46PPP24.5%
guardG into Shinho Suikoushu43P+K24.5%
Haisenchu1P12.3%
Haisenchu1P into Renhi ChougekiKK12.3%
Honshin Rensenkyaku4K+G12.3%
Koushu Katai1K into Koushu Rentai1KK12.3%
Senpu Soutai3K+G12.3%
Tenshin Souchushou6P+K into Honshin TankaP+K12.3%

13 further openings account for the other 13 rounds.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Wolf: not tested (too few rounds)
  • Shun: not tested (too few rounds)