VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

KumadaP

Career matches8,867
Career win rate51.2%
Round win rate50.8%
Peak rank38
Distinct opponents297
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1684 #878 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

Lion388,8674,5394,32851.2%

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

3,828 of 6,782 rounds counted

7.1 inputs a second (429 a minute) this season. Faster than 50% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.14293,828

By opponent's character

Kage7.2431462
Lau7.2429517
Akira7.4443381
Jacky7.0421376
Jean6.9417334
Shun7.5451192
Goh7.0418111
Aoi6.9417164
Lion7.4442159
Jeffry6.8408118
Vanessa7.1424123
Lei Fei7.0421143
Wolf7.6454118
Brad7.3439187
Sarah6.840853
Pai7.2430162
El Blaze6.9412115
Eileen6.337521
Dural7.444637
Taka7.142555

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

Kage2209013040.9%-7.6
Lau180879348.3%-3.0
Akira179899049.7%-7.2
Jacky176958154.0%+5.1
Jean107535449.5%-3.3
Shun95563959.0%+13.5
Goh77374048.0%-3.5
Aoi75433257.3%+8.2
Lion69353450.7%-3.1
Jeffry64343053.1%+4.9
Vanessa63342954.0%+3.7
Lei Fei62293346.8%-5.3
Wolf62422067.7%+7.2
Brad61352657.4%+10.4
Sarah58312753.5%-1.4
Pai53272650.9%+0.3
El Blaze43291467.4%+15.0
Eileen1851327.8%-24.8
Dural1710758.8%-2.1
Taka146842.9%-4.0

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

Breakable Half Fence1971118656.4%+4.4
Half Fence178869248.3%+0.2
Open174948054.0%+4.8
Rectangle172848848.8%-4.0
Single Wall172977556.4%+6.4
Full Fence171927953.8%+2.5
Low Fence159699043.4%-8.8
Octagon155797651.0%-2.3
Breakable Full Fence149806953.7%+1.8
Full Fence and Open77393850.6%-1.1

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
Walls1,02252.1%51.6%+0.5
No walls50551.5%50.5%+1.0

Walls against open: -0.5 points (95% range -5.8 to +4.9), p 0.863 — 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

ヘニオ (Rank 34)2026/10/1737191851.4%
reiya---0602 (Rank 37)2026/10/1630131743.3%
sizzle (Rank 35)2026/10/12125741.7%
Umemon2026 (Rank 36)2026/10/11136746.1%
DJG10159 (Rank 36)2026/09/27147750.0%
ゲッパー (Rank 39)2026/09/2242172540.5%
ねこむーと (Rank 38)2026/09/17146842.9%
マンジャロ打ちたい (Rank 35)2026/09/171811761.1%
ふかふか (Rank 38)2026/09/13142548838.0%
くりたろう (Rank 39)2026/09/06134930.8%
onigiryy_14 (Rank 36)2026/09/06137653.9%
hikabun (Rank 36)2026/09/061911857.9%
イイクルーン (Rank 36)2026/06/0741182343.9%
アントン・ヘーシンク (Rank 33)2026/05/291210283.3%
lapislazuli (Rank 37)2026/05/281981142.1%
MikuMartineau (Rank 32)2026/05/272214863.6%
siroiro_16bit (Rank 39)2026/05/262872125.0%
megadeth0112 (Rank 37)2026/05/262617965.4%
マーレさん (Rank 32)2026/05/231810855.6%
スナ (Rank 36)2026/05/1931201164.5%
アセスルファムK (Rank 37)2026/05/1931161551.6%
初代マサオ (Rank 37)2026/05/0928151353.6%
Iei-Taicho-0624 (Rank 33)2026/04/161331023.1%
まきお (Rank 34)2026/04/14156940.0%
ヤートン ようつべ (Rank 37)2026/04/10124833.3%

Round openings

Lion

Career
4,539–4,328 · 51.2%
This season
1,693 matches · 51.2%
Peak rank
38

First hit in 57.0% of 6,050 rounds. Won 53.0% of the rounds they struck first, 47.9% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 43.6% of rounds, against 27.8% in their other rounds.
  • Against Lei Fei: waits first in 82.6% of rounds, against 52.3% against everyone else.
  • After opening the round before by evading: evades first in 14.8% of rounds, against 6.2% after anything else.
  • After winning a round: attacks straight away in 35.9% of rounds, against 19.6% after losing one.
  • When ahead: attacks straight away in 35.4% of rounds, against 23.0% when level or behind.
  • In round 1: opens with “crouch into 2P Katousui” in 25.8% of rounds, against 4.9% in their other rounds.
  • Against Wolf: opens with “6P Banchu” in 33.2% of rounds, against 7.3% against everyone else.
  • On Low Fence stages: opens with “6P Banchu” in 11.6% of rounds, against 7.8% on the other stages.
  • After opening the round before with “G guard”: opens with “G guard” in 24.8% of rounds, against 13.2% after anything else.
  • After losing a round: opens with “G guard” in 18.3% of rounds, against 10.7% after winning one.
  • When behind: opens with “G guard” in 16.4% of rounds, against 12.4% when ahead or level.

How is this tested?

guardG73311.9%
crouch into Katousui2P61710.1%
Banchu6P5038.2%
backward movement into forward punch+kick6P+K4547.4%
guardG into Katousui2P3575.8%
Katousui2P3545.8%
crouch into Shicchi Soutai3K+G2193.6%
guardG into Kousoutai2K+G1772.9%
guardG into Senkyutai1K1322.1%
Tenshin Ryou'inkyaku6K+G1302.1%
guardG into throw escape1282.1%
forward punch+kick6P+K into punchP1272.1%
guardG into Banchu6P1222.0%
guardG into Sen'inshou3P1121.8%
forward punch+kick6P+K into Banchu6P1111.8%

211 further openings account for the other 1,866 rounds.

Counted from 1,524 of the 1,693 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Lion

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Kage49–67 · 42%33–40 · 45%-1.7
Jacky56–53 · 51%23–19 · 55%-2.8
Akira49–42 · 54%23–24 · 49%+2.1
Lau40–45 · 47%21–20 · 51%-2.1
Jean23–25 · 48%15–18 · 45%too few to test
Shun35–20 · 64%14–10 · 58%too few to test
Goh14–21 · 40%16–12 · 57%too few to test
Aoi29–26 · 53%7–2 · 78%too few to test
Jeffry19–17 · 53%10–7 · 59%too few to test
Vanessa26–18 · 59%5–5 · 50%too few to test
Lei Fei21–19 · 52%6–8 · 43%too few to test
Brad20–12 · 62%11–10 · 52%too few to test
Sarah23–19 · 55%4–5 · 44%too few to test
Lion14–14 · 50%9–9 · 50%too few to test
Wolf26–10 · 72%10–7 · 59%too few to test
El Blaze17–7 · 71%10–4 · 71%too few to test
Pai13–8 · 62%6–11 · 35%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.

169 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

  • Lion: 11 of 18 tests hold up