VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

酔竜功久米仙

Career matches4,790
Career win rate50.0%
Round win rate46.8%
Peak rank39
Distinct opponents241
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1774 #468 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

Shun394,7902,3972,39350.0%

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

2,598 of 3,204 rounds counted

5.7 inputs a second (341 a minute) this season. Faster than 11% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun5.73412,598

By opponent's character

Akira5.8348260
Brad5.7339247
Lau5.7342204
Shun5.9354223
Lei Fei5.4325147
Vanessa5.7344158
Kage5.6337192
Jacky5.9352100
Lion5.6335137
Pai5.6336179
Wolf5.9352137
El Blaze5.7339103
Goh5.532894
Jean5.734299
Jeffry6.035964
Aoi5.532864
Eileen5.332060
Taka5.834762
Sarah5.533064
Dural4.82894

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

Akira79374246.8%+0.4
Brad65303546.1%-0.9
Lau61342755.7%+11.7
Shun60184230.0%-11.6
Lei Fei49301961.2%+10.8
Vanessa49202940.8%+3.4
Kage48242450.0%+1.2
Jacky45261957.8%+12.4
Lion45182740.0%-3.8
Pai45242153.3%+6.0
Wolf40122830.0%-21.0
El Blaze37162143.2%+1.2
Goh33132039.4%-1.4
Jean28111739.3%-9.3
Jeffry2591636.0%-12.5
Aoi21111052.4%+5.4
Eileen2161528.6%-15.4
Taka1871138.9%-1.2
Sarah1710758.8%+12.8
Dural110100.0%+50.7

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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

Octagon93514254.8%+11.2
Low Fence84364842.9%-1.5
Breakable Half Fence82344841.5%-5.5
Rectangle81374445.7%+1.1
Half Fence79354444.3%-0.8
Open79394049.4%+8.1
Single Wall76413554.0%+8.2
Full Fence67313646.3%-1.8
Breakable Full Fence54173731.5%-16.5
Full Fence and Open43152834.9%-12.3

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
Walls45645.0%45.8%-0.9
No walls23948.5%44.3%+4.3

Walls against open: -5.1 points (95% range -12.9 to +2.6), p 0.195 — 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

CR竜凰伝説Z2 (Rank 41)2026/10/1571614.3%
new_cult33 (Rank 38)2026/10/1373442.9%
아오이다루길몇갤준거야. (Rank 39)2026/10/1383537.5%
hkt_papa (Rank 39)2026/10/1272528.6%
hattori1357 (Rank 35)2026/10/1283537.5%
ツッチー (Rank 38)2026/10/1195455.6%
dancho--hs (Rank 38)2026/10/1185362.5%
ひかる (Rank 41)2026/10/0695455.6%
ankocat2 (Rank 38)2026/09/2475271.4%
Tokkovanessa_VF (Rank 41)2026/09/16158753.3%
都筑まもる君 (Rank 36)2026/09/15125741.7%
愛蒔らぶり (Rank 41)2026/09/10113827.3%
stepan_BVFA (Rank 37)2026/09/07117463.6%
Fibonacci (Rank 42)2026/08/30112918.2%
ねこむーと (Rank 38)2026/08/2395455.6%
ちぃつが (Rank 40)2026/08/1883537.5%
ボブソン (Rank 36)2026/08/04128466.7%
mahiro_725 (Rank 38)2026/08/0486275.0%
sutesute777 (Rank 40)2026/08/03105550.0%
JimmyPKG (Rank 39)2026/07/2983537.5%
アルチャチャ (Rank 41)2026/07/26113827.3%
ピロオ3 (Rank 40)2026/06/2283537.5%
たたみん♪ (Rank 37)2026/06/1695455.6%
いえす (Rank 40)2026/06/1672528.6%
龍太 (Rank 42)2026/05/2781712.5%

Round openings

Shun

Career
2,397–2,393 · 50.0%
This season
787 matches · 45.4%
Peak rank
39

First hit in 45.6% of 2,887 rounds. Won 47.4% of the rounds they struck first, 45.6% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: moves in first in 20.7% of rounds, against 13.5% in their other rounds.
  • Against Akira: backs off first in 23.2% of rounds, against 10.7% against everyone else.
  • After opening the round before by waiting: waits first in 34.2% of rounds, against 23.5% after anything else.
  • After winning a round: backs off first in 15.3% of rounds, against 7.5% after losing one.
  • In round 2: opens with “G guard” in 17.4% of rounds, against 10.1% in their other rounds.
  • Against Akira: opens with “4K+G Honshin Rensenkyaku” in 12.1% of rounds, against 3.8% against everyone else.
  • After opening the round before with “G guard”: opens with “G guard” in 20.1% of rounds, against 10.9% after anything else.
  • After losing a round: opens with “G guard” in 15.0% of rounds, against 9.0% after winning one.
  • When behind: opens with “1P Haisenchu” in 6.4% of rounds, against 3.9% when ahead or level.

How is this tested?

guardG34511.9%
Honshin Rensenkyaku4K+G1364.7%
Haisenchu1P1274.4%
crouch dash forward into guardG1184.1%
guardG into evade down702.4%
backward movement into Kasen Chugeki6P692.4%
Haisenchu1P into guardG652.2%
Getsuga Gakushu46P521.8%
Gyousentai2K521.8%
forward dash into guardG491.7%
Gyou'in Haishu3P471.6%
crouch into Gyou'in Haishu3P381.3%
punchP371.3%
guardG into Gyou'in Haishu3P331.1%
guardG into throw escape331.1%

349 further openings account for the other 1,626 rounds.

Counted from 710 of the 787 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
Akira17–29 · 37%10–5 · 67%too few to test
Brad12–22 · 35%13–6 · 68%too few to test
Lau24–15 · 62%4–10 · 29%too few to test
Shun6–12 · 33%5–15 · 25%too few to test
Vanessa13–20 · 39%5–8 · 38%too few to test
Lei Fei17–11 · 61%5–5 · 50%too few to test
Lion11–11 · 50%4–13 · 24%too few to test
Jacky12–11 · 52%13–5 · 72%too few to test
Kage15–14 · 52%7–4 · 64%too few to test
El Blaze7–14 · 33%8–4 · 67%too few to test
Wolf9–17 · 35%0–5 · 0%too few to test
Pai10–9 · 53%6–6 · 50%too few to test
Goh9–8 · 53%3–7 · 30%too few to test
Jean8–7 · 53%2–3 · 40%too few to test
Eileen2–10 · 17%2–3 · 40%too few to test
Jeffry2–5 · 29%3–7 · 30%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.

77 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 (19 here; about 1.0 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: 9 of 19 tests hold up