VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

Rayne

  • Lei Fei
  • Jeffry
  • Eileen
Career matches5,117
Career win rate83.7%
Round win rate72.9%
Peak rank43
Distinct opponents250
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1834 #279 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

Lion434,9774,17780083.9%
Jeffry3499792079.8%
Lei Fei3335221362.9%
Eileen3364266.7%
Pai—000—
Sarah—000—

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

2,851 of 3,975 rounds counted

8.1 inputs a second (484 a minute) this season. Faster than 72% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion8.14862,664
Lei Fei7.5453136
Jeffry7.444648
Eileen6.03613

By opponent's character

Akira8.3500368
Sarah8.0477275
Jean8.1484212
Goh8.0478213
Jacky8.1488175
Kage8.0481150
Shun7.8465167
Jeffry8.450694
Lau8.1483127
Lion8.4507136
Lei Fei7.8465139
Brad7.8469153
Pai7.8465107
Wolf8.6517136
Vanessa7.8468121
Aoi8.249079
Dural8.550950
Eileen7.746169
Taka8.249138
El Blaze7.344142

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

Akira1401162482.9%-1.0
Sarah109763369.7%-9.2
Jean88731583.0%+6.8
Goh78681087.2%+2.1
Jacky6459592.2%+6.7
Kage6153886.9%+4.0
Shun60421870.0%-2.4
Jeffry59471279.7%+3.1
Lau58451377.6%-4.1
Lion54431179.6%-3.5
Lei Fei5046492.0%+8.9
Brad4943687.8%+8.9
Pai4746197.9%+3.9
Wolf4436881.8%-1.7
Vanessa4136587.8%-1.9
Aoi36261072.2%-10.7
Dural1918194.7%+3.2
Eileen1915479.0%-8.4
Taka1713476.5%-14.3
El Blaze1411378.6%-7.8

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Single Wall1441202483.3%+2.1
Rectangle1311042779.4%-2.9
Breakable Half Fence1301032779.2%-0.2
Low Fence1161001686.2%+4.1
Open115952082.6%-1.8
Octagon107842378.5%-3.7
Breakable Full Fence106901684.9%+5.7
Full Fence84701483.3%-3.1
Half Fence73631086.3%+3.4
Full Fence and Open43311272.1%-10.8

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
Walls63181.5%81.7%-0.3
No walls37584.0%82.7%+1.3

Walls against open: -1.6 points (95% range -7.3 to +4.1), p 0.577 — 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

brogasaurusrex (Rank 29)2026/10/131713476.5%
Smashquatch (Rank 32)2026/10/132019195.0%
Rodryu (Rank 36)2026/09/163528780.0%
DelTaco (Rank 30)2026/09/161513286.7%
Itesmee (Rank 26)2026/09/1612120100.0%
Espiro (Rank 36)2026/09/1559451476.3%
CoolerTails (Rank 37)2026/09/152826292.9%
kila_kam (Rank 40)2026/09/1568402858.8%
jubbjubb767Europe (Rank 35)2026/09/154235783.3%
Psilo (Rank 23)2026/07/2412120100.0%
Saago_65 (Rank 33)2026/07/221514193.3%
DenzelWashington (Rank 37)2026/07/22139469.2%
Dadino67italy (Rank 36)2026/07/174233978.6%
Rnoa96 (Rank 33)2026/07/1212120100.0%
KryeandtheFamilyStone (Rank 41)2026/07/102314960.9%
NantoSeiken (Rank 28)2026/07/0813130100.0%
MisterVFCR[EU-ITA] (Rank 42)2026/07/05147750.0%
GachaGamer (Rank 43)2026/07/0334161847.1%
Numero2Go (Rank 12)2026/06/3011110100.0%
RagingMARS (Rank 39)2026/06/291711664.7%
[MegaPint]AkiruDiCapriu (Rank 40)2026/06/201810855.6%
eisenbuegelhammer (Rank 33)2026/05/231513286.7%
Merchant (Rank 32)2026/05/19108280.0%
emarcue (Rank 34)2026/05/16118372.7%
outlawbeast (Rank 37)2026/05/06129375.0%

Round openings

Every character

Juchou Senshou8P+K2666.8%
backdash into evade up2356.0%
punchP1664.2%
Senkyutai1K1604.1%
backdash into evade down1604.1%
backdash1343.4%
crouch into Katousui2P1323.4%
backdash into Banchu6P1112.8%
punchP into Tourou Hassou41236P972.5%
backdash into Shicchi Soutai3K+G932.4%
backdash into guardG922.3%
backdash into Senshippo66P882.2%
backdash into Sentai4K761.9%
punchP into crouch dash forward731.9%
backdash into Souji SenpuP+K711.8%

364 further openings account for the other 1,981 rounds.

Counted from 1,091 of the 1,107 matches played. The rest were not pulled for openings.

Lion

Career
4,177–800 · 83.9%
This season
1,041 matches · 83.0%
Peak rank
43

First hit in 52.5% of 3,636 rounds. Won 76.4% of the rounds they struck first, 70.6% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 59.5% of rounds, against 35.5% in their other rounds.
  • Against Kage: waits first in 14.3% of rounds, against 5.4% against everyone else.
  • After opening the round before by attacking: backs off first in 61.4% of rounds, against 48.0% after anything else.
  • After the opponent opened the round before by attacking: waits first in 8.6% of rounds, against 4.8% after anything else.
  • After losing a round: attacks straight away in 44.5% of rounds, against 31.5% after winning one.
  • When behind: attacks straight away in 42.1% of rounds, against 33.1% when ahead or level.
  • In round 1: opens with “8P+K Juchou Senshou” in 11.2% of rounds, against 5.7% in their other rounds.
  • Against Lion: opens with “8P+K Juchou Senshou” in 18.6% of rounds, against 6.6% against everyone else.
  • After losing a round: opens with “8P+K Juchou Senshou” in 9.6% of rounds, against 3.9% after winning one.
  • When behind: opens with “8P+K Juchou Senshou” in 9.6% of rounds, against 4.2% when ahead or level.

How is this tested?

Juchou Senshou8P+K2667.2%
backdash into evade up2175.9%
Senkyutai1K1604.3%
punchP1564.2%
backdash into evade down1474.0%
crouch into Katousui2P1323.6%
backdash1303.5%
backdash into Banchu6P1113.0%
punchP into Tourou Hassou41236P972.6%
backdash into Shicchi Soutai3K+G932.5%
backdash into guardG912.5%
backdash into Senshippo66P882.4%
backdash into Sentai4K762.0%
backdash into Souji SenpuP+K711.9%
backdash into Attai2K701.9%

309 further openings account for the other 1,795 rounds.

Counted from 1,029 of the 1,041 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
Akira72–17 · 81%28–5 · 85%+0.3
Sarah43–19 · 69%21–10 · 68%too few to test
Jean39–12 · 76%28–2 · 93%too few to test
Goh35–3 · 92%23–5 · 82%too few to test
Kage20–5 · 80%28–3 · 90%too few to test
Lau24–5 · 83%18–7 · 72%too few to test
Lei Fei24–4 · 86%14–0 · 100%too few to test
Lion22–4 · 85%9–2 · 82%too few to test
Shun23–3 · 88%10–4 · 71%too few to test
Brad15–3 · 83%20–2 · 91%too few to test
Jeffry23–5 · 82%11–3 · 79%too few to test
Jacky24–1 · 96%16–0 · 100%too few to test
Wolf24–2 · 92%11–6 · 65%too few to test
Vanessa28–5 · 85%7–0 · 100%too few to test
Pai13–0 · 100%22–0 · 100%too few to test
Aoi18–8 · 69%8–2 · 80%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.

12 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?

Lei Fei

Career
22–13 · 62.9%
This season
34 matches · 67.7%
Peak rank
33

First hit in 56.4% of 117 rounds. Won 62.1% of the rounds they struck first, 58.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into offensive move1210.3%
crouch into Fukusoushou2P119.4%
Sayu ShoukenPP into Renkan MahosuiPPP97.7%
backdash into Tenshi Ryusentai6K+G97.7%
backdash into evade down86.8%
backdash into evade up54.3%
punchP into Sayu ShoukenPP54.3%
backdash into Chisen Choukyaku 13K+G43.4%
backdash into Kakushu Suigeki6P43.4%
backdash into punchP43.4%
punchP43.4%
backdash into Senpukyaku66K+G32.6%
punchP into forward dash32.6%
backdash21.7%
backdash into Renkan MahosuiPPP21.7%

27 further openings account for the other 32 rounds.

Counted from 30 of the 34 matches played. The rest were not pulled for openings.

Jeffry

Career
79–20 · 79.8%
This season
31 matches · 77.4%
Peak rank
34

First hit in 55.0% of 111 rounds. Won 68.8% of the rounds they struck first, 70.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Low Knuckle2P1613.9%
backdash into evade up1311.3%
backdash into Knee Attack6K97.8%
backdash into Full Swing Double Hammer41236P+K76.1%
punchP into crouch dash forward76.1%
punchP54.3%
backdash into evade down43.5%
guardG43.5%
backdash into Head Attack46P+K32.6%
backdash into Kenka Hook46P21.7%
backdash into Middle Hell Stab6P+K21.7%
punchP into kickK21.7%
Arrow Knuckle1P+K10.9%
Full Swing Double Hammer41236P+K10.9%
Full Swing Upper33P10.9%

38 further openings account for the other 38 rounds.

Eileen

Career
4–2 · 66.7%
This season
1 matches · 100.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash133.3%
backdash into evade down133.3%
punchP133.3%

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 (16 here; about 0.8 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: 10 of 16 tests hold up
  • Lei Fei: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Eileen: not tested (too few rounds)