VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

R1-Z

  • Pai
  • Eileen
Career matches813
Career win rate39.5%
Round win rate30.5%
Peak rank22
Distinct opponents37
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1190 #3,454 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

Lion2244916528436.8%
Pai2127312814546.9%
Eileen1791286330.8%

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

93 of 338 rounds counted

8.8 inputs a second (530 a minute) this season. Faster than 84% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai8.853093

By opponent's character

Jacky8.651558
Akira10.46263
Kage9.85906
Aoi8.55109
Brad9.356110
Goh9.35577

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

Jacky222209.1%-4.5
Akira1321115.4%-8.3
Wolf113827.3%+21.0
Kage101910.0%-10.3
Aoi51420.0%+2.8
Lion51420.0%+4.8
Jeffry42250.0%+23.6
Lei Fei4040.0%-35.2
Brad3030.0%-23.1
Eileen31233.3%+17.9
Shun330100.0%+41.1
Goh2020.0%-4.1
Sarah2020.0%-13.6
Lau1010.0%-6.3

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

Low Fence1741323.5%-1.1
Open103730.0%+16.1
Half Fence9090.0%-13.2
Rectangle91811.1%-0.9
Single Wall9090.0%-19.9
Octagon73442.9%+28.1
Full Fence6060.0%-19.3
Breakable Half Fence52340.0%+15.5
Breakable Full Fence32166.7%+37.0
Full Fence and Open3030.0%-16.4

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
Walls3920.5%16.9%+3.6
No walls3619.4%20.4%-1.0

Walls against open: +4.5 points (95% range -14.2 to +23.3), p 0.635 — 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

hs72kim (Rank 23)2026/09/161321115.4%
パニガーレ (Rank 24)2026/07/312020.0%
west-muta (Rank 32)2026/07/292020.0%
taka-nei (Rank 23)2026/07/292020.0%
SGEcho4649 (Rank 25)2026/07/294040.0%
ちび-G (Rank 31)2026/07/2921150.0%
flush-server3 (Rank 21)2026/05/1032166.7%
shinkita (Rank 21)2026/04/261010.0%
maximum_miruchi (Rank 18)2026/04/261010.0%
たくん (Rank 21)2026/04/264040.0%
omuretukun (Rank 21)2026/04/241010.0%
donburi_kanjo117 (Rank 21)2026/04/241010.0%
RX-7FD3S-Type-RS (Rank 23)2026/04/1032166.7%
gans.sk602 (Rank 27)2026/04/104040.0%
kinggorira90 (Rank 21)2026/04/102020.0%
kimxxxtt (Rank 24)2026/04/106060.0%
nidaimebannai (Rank 36)2026/04/102020.0%
ER_higante (Rank 29)2026/04/1081712.5%
うめおに。 (Rank 30)2026/04/102020.0%
mawaruhakoirimusume (Rank 3)2026/04/10220100.0%
ace-heads69 (Rank 25)2026/04/1051420.0%
Multipla (Rank 24)2026/04/092020.0%
penta (Rank 21)2026/04/09220100.0%
hexa-RAh (Rank 24)2026/04/091010.0%
偷桃 (Rank 24)2026/04/091010.0%

Round openings

Every character

Ensei Haijinkyaku7K+G into Ensei SenpukyakuK+G288.3%
guardG into Senkyutai1K257.4%
guardG216.2%
RenshouPP into RaigekishouPPP185.3%
guardG into Hi'en Tankyaku9K185.3%
Koushu RensuiPP into Renkan SenshouPPP164.7%
Ensei Haijinkyaku7K+G154.4%
punchP into RenshouPP154.4%
Hi'en Tankyaku9K133.9%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK103.0%
guardG into Katoutai8KK103.0%
guardG into Honshin Soukyaku1K+G92.7%
guardG into Rakugekishou3PP61.8%
guardG into Hi'en Rekkyaku9KK51.5%
punchP into Koushu RensuiPP51.5%

78 further openings account for the other 124 rounds.

Pai

Career
128–145 · 46.9%
This season
55 matches · 21.8%
Peak rank
21

First hit in 57.6% of 210 rounds. Won 33.9% of the rounds they struck first, 29.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ensei Haijinkyaku7K+G into Ensei SenpukyakuK+G2813.3%
RenshouPP into RaigekishouPPP188.6%
guardG into Hi'en Tankyaku9K188.6%
Ensei Haijinkyaku7K+G157.1%
punchP into RenshouPP157.1%
Hi'en Tankyaku9K136.2%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK104.8%
guardG into Honshin Soukyaku1K+G94.3%
guardG83.8%
guardG into Hi'en Rekkyaku9KK52.4%
RaigekishouPPP into Renkan TenshinkyakuPPPK41.9%
back punch+kick4P+K41.9%
guardG into Kochoukyaku4K+G41.9%
Ensei SenpukyakuK+G31.4%
Senchuken6P31.4%

41 further openings account for the other 53 rounds.

Lion

Career
165–284 · 36.8%
This season
30 matches · 13.3%
Peak rank
22

First hit in 56.0% of 116 rounds. Won 26.1% of the rounds they struck first, 31.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into Senkyutai1K2521.6%
Koushu RensuiPP into Renkan SenshouPPP1613.8%
guardG1210.3%
guardG into Katoutai8KK108.6%
guardG into Rakugekishou3PP65.2%
punchP into Koushu RensuiPP54.3%
Sen'inshou3P into Rakugekishou3PP43.5%
Senputai8K into Katoutai8KK43.5%
guardG into Fujintai1K+G43.5%
Banchu6P into Banchu Renkanshu6PP32.6%
Tougekisui1P into Tougeki Rensui1PP21.7%
guardG into Banchu6P21.7%
guardG into Banchu Renkanshu6PP21.7%
guardG into Tougeki Rensui1PP21.7%
Attai2K into Zensoutai2KK10.9%

18 further openings account for the other 18 rounds.

Eileen

Career
28–63 · 30.8%
This season
3 matches · 0.0%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Enkou RensouPP into Rensou HekizanPPP325.0%
guardG into up kick8K216.7%
Enkou Toutou3P+K into Jinraishou6P+K18.3%
Hikou Bokushoku9P into punchP18.3%
Rensou HekizanPPP into Rakuho SenpukyakuPPPK18.3%
guardG18.3%
kickK18.3%
punchP into Kasettai2K18.3%
up kick8K into kickK18.3%

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

  • Pai: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Eileen: not tested (too few rounds)