VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lion

hanzo0104

  • Brad
Career matches144
Career win rate78.5%
Round win rate60.6%
Peak rank26
Distinct opponents20
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1332 Not ranked yet: the list needs 50 matches. See 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

Lion26117962182.0%
Brad1627171063.0%

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

213 of 213 rounds counted

8.0 inputs a second (480 a minute) this season. Faster than 71% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion8.5508140
Brad7.142673

By opponent's character

Jacky7.645671
Brad8.953226
Wolf8.752422
Lion8.148717
Aoi8.852815
Goh7.645813
Jean7.545110
Pai6.63989
Sarah9.05398
Vanessa6.74046
Akira9.05394
Eileen8.45065
Kage6.94124
Shun7.64573

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

Jacky168850.0%-15.9
Brad770100.0%+36.6
Wolf62433.3%-33.9
Lion53260.0%-18.9
Aoi43175.0%-13.7
Goh32166.7%+8.7
Jean32166.7%-5.9
Pai220100.0%+27.2
Sarah220100.0%+41.0
Vanessa220100.0%+22.9
Akira110100.0%+50.1
Eileen110100.0%+24.3
Kage1010.0%-10.6
Shun110100.0%+27.7

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

Octagon1211191.7%+28.5
Breakable Full Fence106460.0%-4.2
Breakable Half Fence62433.3%-42.0
Full Fence and Open64266.7%+4.5
Open65183.3%+25.0
Rectangle64266.7%+5.7
Half Fence52340.0%-36.8
Full Fence220100.0%+24.6
Single Wall1010.0%-77.2

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
Walls4165.9%67.8%-2.0
No walls771.4%63.2%+8.2

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

みらめたる(しらふ) (Rank 17)2026/08/26110100.0%
xxjavateaxx (Rank 23)2026/08/26110100.0%
こて (Rank 26)2026/08/262020.0%
委員ちょ (Rank 21)2026/08/26110100.0%
shinkita (Rank 23)2026/08/26110100.0%
HayanieMozu (Rank 21)2026/08/26220100.0%
おばサラ (Rank 26)2026/08/26110100.0%
yasai (Rank 24)2026/08/26110100.0%
フルメタル (Rank 29)2026/08/26108280.0%
GWO (Rank 23)2026/08/2632166.7%
Sophitia_CN@bilibili (Rank 21)2026/06/14110100.0%
夢精帝国連盟@団長 (Rank 11)2026/06/132020.0%
ishida0204 (Rank 5)2026/06/13220100.0%
がもす (Rank 2)2026/06/13330100.0%
★★★★★ (Rank 20)2026/06/13157846.7%
全身ボロボロポックリ (Rank 42)2026/06/131010.0%
風吹けば名無し (Rank 19)2026/06/13110100.0%
hotsauce0618 (Rank 12)2026/06/13220100.0%
デネ (Rank 41)2026/06/131010.0%
mokemotio (Rank 10)2026/06/1332166.7%

Round openings

Every character

Juchou Senshou8P+K3616.9%
forward movement into punchP2210.3%
crouch into Katousui2P83.8%
backdash into Sentai4K73.3%
backdash into Stop Kick4K73.3%
crouch into Sit Jab2P73.3%
guardG73.3%
crouch dash forward into guardG62.8%
Ducking6P+K+G into Crush Knee KickK+G52.4%
Sit Jab2P52.4%
Katousui2P41.9%
Sit Jab2P into forward movement41.9%
backdash into Zaban Shuhou33P+K41.9%
backdash into back kick+guard4K+G41.9%
backdash into evade up41.9%

60 further openings account for the other 83 rounds.

Lion

Career
96–21 · 82.0%
This season
35 matches · 74.3%
Peak rank
26

First hit in 51.1% of 139 rounds. Won 63.4% of the rounds they struck first, 63.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K3625.7%
forward movement into punchP117.9%
crouch into Katousui2P85.7%
backdash into Sentai4K75.0%
guardG75.0%
crouch dash forward into guardG53.6%
Katousui2P42.9%
backdash into Zaban Shuhou33P+K42.9%
backdash into back kick+guard4K+G42.9%
Shicchi Soutai3K+G into evade down32.1%
backdash into evade up32.1%
crouch dash forward into Senkyutai1K32.1%
Katousui2P into backward movement21.4%
Ukoushin46P+K into Ryusei Renkoushu46P+KP21.4%
backdash into In'you4P21.4%

32 further openings account for the other 39 rounds.

Brad

Career
17–10 · 63.0%
This season
19 matches · 52.6%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1115.1%
backdash into Stop Kick4K79.6%
crouch into Sit Jab2P79.6%
Ducking6P+K+G into Crush Knee KickK+G56.8%
Sit Jab2P56.8%
Sit Jab2P into forward movement45.5%
Middle Spin Kick66K34.1%
backdash into Sawk Klab6P+K22.7%
crouch dash forward into Sawk Klab6P+K22.7%
evade down into guardG22.7%
Destruction Body3P+K11.4%
Destruction Body3P+K into Dtee Sawk Lang3P+KP11.4%
Ducking6P+K+G into Ducking StraightP11.4%
Elbow Hook6P into crouch11.4%
Elbow Hook6P into forward movement11.4%

20 further openings account for the other 20 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

  • Lion: not tested (too few rounds)
  • Brad: not tested (too few rounds)