VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Shun

ChrmnMa0

Career matches2,175
Career win rate45.7%
Round win rate43.4%
Peak rank28
Distinct opponents19
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1524 #1,848 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

Shun282,1759931,18245.7%

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

264 of 350 rounds counted

7.6 inputs a second (458 a minute) this season. Faster than 63% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun7.6458264

By opponent's character

Shun7.846920
Akira7.746456
Pai7.847141
Aoi7.947212
Vanessa7.746233
Kage7.745931
Jacky7.243223
Brad7.846611
Jeffry7.343819
Goh6.840811
El Blaze7.74597

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

Shun1410471.4%+27.1
Akira136746.1%+12.3
Pai103730.0%-10.7
Aoi92722.2%-6.0
Vanessa93633.3%-7.8
Kage82625.0%-16.3
Jacky6060.0%-39.3
Brad53260.0%+28.3
Jeffry53260.0%+38.1
Lei Fei41325.0%-19.4
Goh3030.0%-31.3
El Blaze2020.0%-16.8
Sarah2020.0%-14.6

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

Breakable Half Fence137653.9%+19.0
Full Fence136746.1%+12.2
Open134930.8%-10.0
Octagon124833.3%+4.3
Low Fence92722.2%-15.3
Rectangle84450.0%+6.8
Single Wall82625.0%-11.1
Breakable Full Fence63350.0%+16.0
Full Fence and Open3030.0%-41.6

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
Walls5246.2%36.0%+10.2
No walls3026.7%37.2%-10.5

Walls against open: +20.7 points (95% range -1.8 to +43.2), p 0.071 — 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

Jaguar (Rank 30)2026/07/19105550.0%
TheLetterAfterZ (Rank 29)2026/07/1631233.3%
Kingbison (Rank 29)2026/07/1631233.3%
JinNC (Rank 29)2026/07/1631233.3%
HappyFriendLau (Rank 29)2026/07/1682625.0%
NAPPYPROPHET (Rank 25)2026/06/2954180.0%
Kitetsu (Rank 28)2026/06/2053260.0%
NoOneSpecific (Rank 29)2026/06/2062433.3%
ChainBS (Rank 32)2026/06/153030.0%
seedash (Rank 31)2026/06/1531233.3%
VF31998 (Rank 30)2026/05/246060.0%
RareEntity (Rank 36)2026/05/242020.0%
JackoRCB (Rank 43)2026/05/2431233.3%
SWAT1107 (Rank 30)2026/05/2472528.6%
hgamery (Rank 29)2026/05/1541325.0%
JimmyBiscuits (Rank 29)2026/05/1596366.7%
brucelabestia (Rank 33)2026/05/15220100.0%
Nomas_Tomas (Rank 33)2026/05/1361516.7%
BaebladeRIP (Rank 39)2026/05/052020.0%

Round openings

Shun

Career
993–1,182 · 45.7%
This season
90 matches · 36.7%
Peak rank
28

First hit in 56.6% of 350 rounds. Won 45.0% of the rounds they struck first, 41.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 32.2% of rounds, against 12.7% in their other rounds.
  • After losing a round: waits first in 20.6% of rounds, against 3.4% after winning one.
  • In round 1: opens with “crouch into 1P Haisenchu” in 20.0% of rounds, against 5.0% in their other rounds.

How is this tested?

offensive move into evade down329.1%
crouch into Haisenchu1P318.9%
Kasen Chugeki6P into Kasen Zenbokushou6PP277.7%
evade down into Kasen Zenbokushou6PP257.1%
offensive move174.9%
offensive move into punchP154.3%
crouch into Gyou'in Haishu3P144.0%
Tenshin Souchushou6P+K123.4%
Haisenchu1P102.9%
punchP into RengekiPP102.9%
offensive move into evade up92.6%
offensive move into Gyou'in Haishu3P72.0%
Koushinhi4P+K+G into Koushinhi Fusshu4P+K+GP51.4%
Kousoku Kouhi17P+K+G into guardG51.4%
offensive move into Haisenchu1P51.4%

82 further openings account for the other 126 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 (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Shun: 3 of 14 tests hold up