VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

sk901

Career matches2,263
Career win rate26.3%
Round win rate37.2%
Peak rank22
Distinct opponents307
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1064 #3,627 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

Lion222,2635961,66726.3%

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

3,206 of 3,641 rounds counted

6.2 inputs a second (371 a minute) this season. Faster than 23% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion6.23713,206

By opponent's character

Aoi6.3377355
Jacky6.4382343
Wolf6.5389323
Akira5.8349241
Pai6.3376205
Sarah6.2369229
Brad6.0361200
Goh6.3381180
Lion5.8348143
Kage6.2370135
Jeffry6.0363120
Shun6.2374123
El Blaze6.6394122
Lau6.136399
Vanessa6.0359105
Lei Fei6.337962
Jean5.935289
Eileen5.835179
Taka6.136853

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

Aoi105238221.9%-7.1
Jacky100336733.0%+8.8
Wolf95207521.1%-2.9
Akira69165323.2%-3.6
Pai67254237.3%+10.8
Sarah67155222.4%-6.0
Brad52124023.1%-6.6
Goh49103920.4%-5.2
Lion4483618.2%-13.3
Kage37102727.0%+0.1
Jeffry3663016.7%-13.2
Shun33171651.5%+23.0
El Blaze3292328.1%+4.3
Lau29101934.5%+7.6
Vanessa27101737.0%+7.9
Lei Fei26101638.5%+4.7
Jean2581732.0%+8.2
Eileen2171433.3%+7.5
Taka1321115.4%-8.7

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 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

Open111278424.3%-4.2
Octagon109317828.4%+3.7
Half Fence96286829.2%+3.7
Breakable Full Fence95227323.2%-5.6
Single Wall90306033.3%+6.7
Low Fence89256428.1%+3.3
Rectangle88206822.7%-6.1
Full Fence71205128.2%-0.0
Breakable Half Fence64174726.6%-1.7
Full Fence and Open61204132.8%+5.8

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
Walls52326.4%27.1%-0.7
No walls29028.3%26.9%+1.4

Walls against open: -2.1 points (95% range -8.6 to +4.4), p 0.528 — 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

dark-baron (Rank 21)2026/10/1682625.0%
AiokometeZ (Rank 24)2026/10/131751229.4%
サーちゃん (Rank 21)2026/10/12101910.0%
ttfour@サラしかできないw (Rank 21)2026/10/12100100.0%
makoto.qo.op (Rank 21)2026/10/102231913.6%
たかティン (Rank 22)2026/10/0986275.0%
smogh (Rank 21)2026/10/03145935.7%
K.K.カブキモノ (Rank 24)2026/09/2671614.3%
nihikibito (Rank 24)2026/09/251321115.4%
nagare004 (Rank 24)2026/09/2372528.6%
AKAI-SUISEI3 (Rank 24)2026/09/1772528.6%
Mon3tr (Rank 25)2026/09/157070.0%
ぱぱ (Rank 21)2026/09/1273442.9%
Martin1833 (Rank 24)2026/09/097070.0%
thatamaru (Rank 21)2026/09/0471614.3%
burnersan (Rank 24)2026/08/3081712.5%
まめぱぱ (Rank 23)2026/08/23113827.3%
つのさん (Rank 23)2026/08/2172528.6%
IYO-no-okazu (Rank 22)2026/08/2191811.1%
SinNagy (Rank 21)2026/08/021441028.6%
tst634tst (Rank 23)2026/07/261831516.7%
SakuRa (Rank 21)2026/07/2283537.5%
たくん (Rank 23)2026/06/20116554.5%
こう (Rank 24)2026/05/3184450.0%
サのひと@鷹 (Rank 20)2026/05/248080.0%

Round openings

Lion

Career
596–1,667 · 26.3%
This season
927 matches · 27.1%
Peak rank
22

First hit in 50.3% of 3,381 rounds. Won 40.2% of the rounds they struck first, 34.5% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 27.7% of rounds, against 15.0% in their other rounds.
  • Against Lau: waits first in 38.1% of rounds, against 22.3% against everyone else.
  • After opening the round before by waiting: waits first in 26.0% of rounds, against 18.0% after anything else.
  • After winning a round: backs off first in 17.9% of rounds, against 13.0% after losing one.
  • When ahead: backs off first in 18.4% of rounds, against 12.7% when level or behind.
  • In round 1: opens with “G guard” in 17.5% of rounds, against 7.2% in their other rounds.
  • Against Akira: opens with “G guard” in 20.1% of rounds, against 9.0% against everyone else.
  • After opening the round before with “G guard”: opens with “G guard” in 16.1% of rounds, against 6.1% after anything else.

How is this tested?

guardG3339.8%
Koushu RensuiPP into Rensui SoushuPPP+K1885.5%
Touho Soushu2P+K1885.5%
Taizan Soukoushu4P+K1755.2%
punchP into Shaho Shasousui1P+K1574.6%
punchP into Koushu RensuiPP1454.3%
backdash1444.2%
In'you4P into Ni In'you4PP1424.2%
punchP into crouch1343.9%
backdash into Dantai3K1303.8%
crouch into Senkyutai1K932.7%
punchP into kickK852.5%
punchP822.4%
Juchou Senshou8P+K792.3%
evade up591.7%

204 further openings account for the other 1,263 rounds.

Counted from 863 of the 927 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
Aoi11–49 · 18%9–20 · 31%too few to test
Wolf12–46 · 21%6–20 · 23%too few to test
Jacky17–36 · 32%9–18 · 33%too few to test
Akira5–27 · 16%4–14 · 22%too few to test
Pai17–18 · 49%6–12 · 33%too few to test
Sarah6–21 · 22%5–19 · 21%too few to test
Brad5–15 · 25%3–11 · 21%too few to test
Goh6–28 · 18%1–8 · 11%too few to test
Kage6–21 · 22%3–3 · 50%too few to test
Lion1–18 · 5%4–9 · 31%too few to test
El Blaze6–9 · 40%3–9 · 25%too few to test
Jeffry5–15 · 25%1–10 · 9%too few to test
Shun11–11 · 50%4–3 · 57%too few to test
Lau5–7 · 42%3–9 · 25%too few to test
Lei Fei3–5 · 38%3–5 · 38%too few to test
Vanessa3–6 · 33%7–10 · 41%too few to test
Eileen4–6 · 40%3–8 · 27%too few to test
Jean5–10 · 33%2–2 · 50%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

64 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 (17 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: 8 of 17 tests hold up