VirtuAnalytics

Novel Insights Through Data & Analysis

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

Shun

ATTIME

Career matches11,177
Career win rate50.4%
Round win rate48.0%
Peak rank42
Distinct opponents234
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1830 #292 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

Shun4211,1775,6355,54250.4%

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

4,937 of 5,994 rounds counted

6.7 inputs a second (402 a minute) this season. Faster than 36% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun6.74024,937

By opponent's character

Lau6.8411512
Akira6.7402423
Lion6.9413437
Jacky6.8410376
Kage6.7404334
Goh6.5389349
Aoi6.8406306
Sarah6.6397285
El Blaze6.4383271
Shun7.0420264
Brad6.6394250
Wolf6.7399205
Jeffry6.6394209
Lei Fei6.6396200
Eileen6.5391135
Taka6.136791
Pai7.1424116
Vanessa6.538994
Jean6.739980

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

Lau149648543.0%-2.7
Akira144697547.9%+2.1
Lion132666650.0%+3.6
Jacky105456042.9%-4.4
Kage105446141.9%-5.2
Goh104426240.4%-9.1
Aoi94504453.2%-0.8
Sarah85414448.2%-2.0
El Blaze80295136.2%-5.7
Shun78423653.9%+5.8
Brad72373551.4%+2.2
Wolf66343251.5%+5.3
Jeffry62342854.8%+1.4
Lei Fei57273047.4%+8.9
Eileen38172144.7%+3.2
Taka33161748.5%+1.0
Pai32181456.2%+4.8
Vanessa32151746.9%-0.0
Jean27161159.3%+12.8

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Half Fence167779046.1%-1.8
Low Fence163709342.9%-5.3
Single Wall161679441.6%-5.6
Full Fence158817751.3%+4.7
Octagon155708545.2%-3.5
Rectangle154797551.3%+2.6
Breakable Full Fence141726951.1%+7.3
Open135686750.4%+5.1
Breakable Half Fence133597444.4%-2.8
Full Fence and Open77393850.6%+2.8

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls90848.2%47.3%+0.9
No walls45944.7%46.7%-2.1

Walls against open: +3.0 points (95% range -3.2 to +9.2), p 0.340 — 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

ハマラウ (Rank 42)2026/10/1828151353.6%
村長~災禍の中心~ (Rank 40)2026/10/182213959.1%
★闘将拉麵男★ (Rank 39)2026/10/1839221756.4%
かんしゅ (Rank 39)2026/10/1845202544.4%
デネ (Rank 41)2026/10/1628121642.9%
自作マニア@むめい。 (Rank 40)2026/10/1653252847.2%
堂島様 (Rank 43)2026/10/1220101050.0%
藪からBOY (Rank 43)2026/10/1244152934.1%
BKMJ (Rank 42)2026/10/112251722.7%
マハリータまるこ (Rank 38)2026/10/103021970.0%
硬め濃いめ少なめお米 (Rank 41)2026/09/26157846.7%
CrossGorgonzola (Rank 40)2026/09/2326141253.9%
jean (Rank 42)2026/09/181751229.4%
あむざん (Rank 42)2026/09/172161528.6%
manatsu_7 (Rank 39)2026/09/133663016.7%
expensive-sand (Rank 39)2026/09/131771041.2%
いくお (Rank 43)2026/09/1241142734.1%
『ρε』.α (Rank 42)2026/09/111861233.3%
ゲッパー (Rank 38)2026/09/081710758.8%
KA-GO (Rank 42)2026/08/232481633.3%
カルティカ (Rank 42)2026/08/181751229.4%
しろ/Shiro (Rank 42)2026/07/291971236.8%
ロドリゴサンチェス (Rank 41)2026/07/19159660.0%
エル・シエロ (Rank 42)2026/06/182241818.2%
しゃかはししゃかぞう (Rank 41)2026/05/201551033.3%

Round openings

Shun

Career
5,635–5,542 · 50.4%
This season
1,495 matches · 47.2%
Peak rank
42

First hit in 51.6% of 5,398 rounds. Won 51.4% of the rounds they struck first, 44.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 79.1% of rounds, against 56.8% in their other rounds.
  • Against Lau: evades first in 8.3% of rounds, against 3.2% against everyone else.
  • After losing a round: evades first in 5.1% of rounds, against 0.7% after winning one.
  • When behind: evades first in 5.0% of rounds, against 1.3% when ahead or level.
  • On 1–4 drinks: attacks straight away in 44.2% of rounds, against 32.3% on other drink counts.
  • In round 1: opens with “crouch into 3P Gyou'in Haishu” in 18.5% of rounds, against 5.5% in their other rounds.
  • Against Lion: opens with “crouch into 3P Gyou'in Haishu” in 15.0% of rounds, against 8.1% against everyone else.
  • After opening the round before with “G guard into 3P Gyou'in Haishu”: opens with “G guard into 3P Gyou'in Haishu” in 12.5% of rounds, against 9.2% after anything else.
  • After winning a round: opens with “G guard into 6P Kasen Chugeki” in 13.1% of rounds, against 3.4% after losing one.
  • When behind: opens with “crouch into 3P Gyou'in Haishu” in 8.4% of rounds, against 2.8% when ahead or level.
  • On 1–4 drinks: opens with “P punch into backward movement” in 22.6% of rounds, against 15.3% on other drink counts.

How is this tested?

punchP into backward movement66712.3%
guardG into Gyou'in Haishu3P66212.2%
crouch into Gyou'in Haishu3P4758.7%
crouch into Tenshin Kashitai1K+G3997.3%
guardG into Kasen Chugeki6P3436.3%
guardG into punchP3296.0%
crouch into Shinho Suikoushu43P+K1633.0%
Tenshin Souchushou6P+K1512.8%
guardG into Kasen Zenbokushou6PP1482.7%
guardG into Getsuga Gakushu46P991.8%
backward movement into crouch921.7%
guardG831.5%
guardG into crouch761.4%
guardG into RengekiPP741.4%
backward movement into Gekizan Senchu3P+K581.1%

200 further openings account for the other 1,621 rounds.

Counted from 1,354 of the 1,495 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
Lau40–54 · 43%18–18 · 50%-15.3
Akira34–53 · 39%24–16 · 60%-21.3
Lion36–32 · 53%18–23 · 44%+10.0
Kage33–32 · 51%9–21 · 30%+18.1
Goh29–31 · 48%8–24 · 25%too few to test
Jacky28–29 · 49%11–17 · 39%too few to test
Aoi23–20 · 53%6–18 · 25%too few to test
El Blaze18–18 · 50%10–21 · 32%too few to test
Shun26–23 · 53%10–9 · 53%too few to test
Sarah21–21 · 50%9–7 · 56%too few to test
Brad21–18 · 54%8–12 · 40%too few to test
Jeffry10–16 · 38%13–11 · 54%too few to test
Wolf16–18 · 47%12–9 · 57%too few to test
Lei Fei17–19 · 47%9–4 · 69%too few to test
Eileen8–12 · 40%5–8 · 38%too few to test
Taka9–12 · 43%5–3 · 62%too few to test
Vanessa10–8 · 56%2–6 · 25%too few to test
Jean7–8 · 47%2–1 · 67%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.

141 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 (20 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: 11 of 20 tests hold up