VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

釜猫

Career matches4,793
Career win rate48.8%
Round win rate50.4%
Peak rank28
Distinct opponents246
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1478 #2,163 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

Shun284,7932,3402,45348.8%

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

1,956 of 2,601 rounds counted

11.0 inputs a second (661 a minute) this season. Faster than 98% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun11.06611,956

By opponent's character

Akira10.9653295
Wolf11.1664208
Sarah11.1666176
Pai11.2673136
Aoi10.9657152
Lei Fei11.1667140
Jacky10.9655134
Jeffry10.8645100
Lion11.569083
Goh10.965196
Kage10.965276
Shun11.367864
Lau11.468356
Brad11.267544
El Blaze10.362047
Jean10.965753
Vanessa10.764229
Dural11.569027
Eileen10.864820
Taka11.468320

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

Akira92543858.7%+8.1
Wolf71274438.0%-14.2
Sarah56243242.9%-7.7
Pai51302158.8%+7.6
Aoi50351570.0%+10.6
Lei Fei43202346.5%-4.8
Jacky41192246.3%-5.7
Jeffry40172342.5%-5.4
Lion29111837.9%-9.4
Goh2617965.4%+15.2
Kage26101638.5%-9.2
Shun2091145.0%-3.5
Lau1810855.6%+0.0
Brad169756.2%+15.2
El Blaze1612475.0%+18.7
Jean135838.5%-13.7
Vanessa126650.0%-5.8
Dural115645.5%+8.6
Eileen97277.8%+24.1
Taka74357.1%+0.3

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 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

Octagon94464848.9%-0.4
Breakable Half Fence77344344.2%-3.2
Breakable Full Fence71343747.9%-8.7
Open69393056.5%+6.1
Single Wall67412661.2%+9.8
Rectangle62332953.2%+2.7
Half Fence57243342.1%-8.1
Low Fence54262848.1%-5.4
Full Fence47262155.3%+2.8
Full Fence and Open26161061.5%+9.4

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
Walls40848.3%50.6%-2.3
No walls19055.8%52.1%+3.7

Walls against open: -6.0 points (95% range -14.6 to +2.6), p 0.173 — 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

m01ch1 (Rank 25)2026/10/0472528.6%
hahaha (Rank 30)2026/09/23125741.7%
ShieldHolder (Rank 27)2026/09/1973442.9%
Penoco (Rank 24)2026/09/1586275.0%
GWO (Rank 24)2026/09/1476185.7%
だばを (Rank 25)2026/09/1063350.0%
CELIS (Rank 29)2026/09/0954180.0%
wcc6181 (Rank 28)2026/09/0974357.1%
openpen (Rank 30)2026/09/0671614.3%
失礼!スマッシュ☆彡 (Rank 28)2026/09/03106460.0%
9779797 (Rank 26)2026/08/2673442.9%
μ (Rank 28)2026/08/26123925.0%
鳩男 (Rank 30)2026/08/25123925.0%
gimoring (Rank 27)2026/08/2394544.4%
BANANA (Rank 29)2026/08/23112918.2%
무파ZeroBlue (Rank 35)2026/08/2395455.6%
Rosagigantea (Rank 26)2026/08/0572528.6%
orz (Rank 28)2026/08/0273442.9%
ma.ya2013 (Rank 27)2026/07/2753260.0%
syounai (Rank 30)2026/07/2754180.0%
37 (Rank 28)2026/07/2751420.0%
Light (Rank 30)2026/06/2754180.0%
hayate (Rank 28)2026/06/2773442.9%
Koutei (Rank 29)2026/06/2552340.0%
ありがとナス (Rank 26)2026/05/2852340.0%

Round openings

Shun

Career
2,340–2,453 · 48.8%
This season
647 matches · 51.2%
Peak rank
28

First hit in 56.1% of 2,543 rounds. Won 52.2% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 15.4% of rounds, against 7.5% in their other rounds.
  • Against Jacky: backs off first in 78.4% of rounds, against 50.0% against everyone else.
  • After opening the round before by backing off: backs off first in 55.2% of rounds, against 44.4% after anything else.
  • After winning a round: attacks straight away in 46.0% of rounds, against 28.5% after losing one.
  • When ahead: attacks straight away in 45.0% of rounds, against 31.9% when level or behind.
  • On 15+ drinks: attacks straight away in 64.1% of rounds, against 35.9% on other drink counts.
  • In round 1: opens with “crouch into 3P Gyou'in Haishu” in 13.1% of rounds, against 5.3% in their other rounds.
  • Against Sarah: opens with “backdash into 6P+K+G Kasen Gyou'in” in 13.9% of rounds, against 6.5% against everyone else.
  • After losing a round: opens with “backdash into backward movement” in 17.9% of rounds, against 6.5% after winning one.
  • When behind: opens with “backdash into backward movement” in 15.2% of rounds, against 9.4% when ahead or level.
  • On 5–9 drinks: opens with “P punch into K kick” in 13.1% of rounds, against 4.4% on other drink counts.

How is this tested?

backdash into backward movement33413.1%
crouch into Gyou'in Haishu3P1857.2%
backdash into Kasen Gyou'in6P+K+G1827.1%
backdash into guardG1706.6%
punchP into kickK1064.1%
backdash into Gyou'in Haishu3P993.9%
Gyou'in Haishu3P913.5%
backdash into throwP+G783.0%
Rensai Gakushu46PP into Rengeki Gakushu46PPP752.9%
backdash into Gyou'inshuP+K+G692.7%
Dokuritsu Kanpai46P+K662.6%
backdash into punchP592.3%
Fukuchougeki2P into Gyou'in Haishu3P572.2%
backdash into Tenshin Benshu4P+K351.4%
backdash into Haisenchu1P341.3%

195 further openings account for the other 920 rounds.

Counted from 636 of the 647 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
Akira25–22 · 53%20–12 · 62%-8.4
Wolf15–25 · 38%8–14 · 36%too few to test
Sarah13–23 · 36%10–9 · 53%too few to test
Pai25–17 · 60%4–4 · 50%too few to test
Aoi17–10 · 63%16–5 · 76%too few to test
Lei Fei11–16 · 41%7–5 · 58%too few to test
Jacky11–17 · 39%7–5 · 58%too few to test
Jeffry14–15 · 48%2–8 · 20%too few to test
Lion5–9 · 36%5–4 · 56%too few to test
Kage8–13 · 38%1–2 · 33%too few to test
Goh9–4 · 69%5–1 · 83%too few to test
Shun7–7 · 50%2–3 · 40%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.

11 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: 11 of 18 tests hold up