VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lion

vintage-channel9

  • Jacky
  • Akira
Career matches3,118
Career win rate53.6%
Round win rate49.8%
Peak rank40
Distinct opponents207
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1717 #710 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

Lion402,9291,5411,38852.6%
Akira31116803669.0%
Jacky2873502368.5%

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

3,920 of 3,919 rounds counted

6.1 inputs a second (368 a minute) this season. Faster than 22% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion6.13683,745
Jacky6.237589
Akira6.237086

By opponent's character

Aoi6.0360585
Jacky6.2371374
Akira6.1366311
Lau6.3379283
Lion6.4382262
Sarah6.3376268
Kage5.7344234
Pai6.1368243
Lei Fei6.1366214
Vanessa6.0362206
Jean6.3381171
Shun6.3378117
Goh6.1365112
Taka5.9352112
Eileen6.5389100
El Blaze6.0362100
Wolf6.237095
Brad6.237281
Jeffry6.740342
Dural6.237310

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

Aoi145776853.1%+5.0
Jacky92494353.3%+3.4
Akira78364246.1%-5.1
Lau69343549.3%+1.6
Lion65333250.8%+1.9
Sarah65382758.5%+10.0
Kage61184329.5%-16.0
Pai60283246.7%+0.1
Lei Fei54223240.7%-10.0
Vanessa51203139.2%-10.4
Jean42271564.3%+8.7
Shun29141548.3%+1.8
Goh28121642.9%-1.8
Taka28151353.6%+11.5
Eileen26141253.9%+10.6
El Blaze26121446.1%-3.8
Wolf2281436.4%-9.1
Brad1910952.6%+5.9
Jeffry104640.0%-18.7
Dural21150.0%-3.7

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.

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 Wall118516743.2%-7.6
Breakable Half Fence110525847.3%-0.6
Half Fence105515448.6%-0.9
Breakable Full Fence104545051.9%+4.8
Open96544256.2%+11.3
Full Fence95445146.3%-4.7
Octagon87424548.3%-1.2
Low Fence86414547.7%-0.5
Rectangle86335338.4%-10.0
Full Fence and Open45261957.8%+10.3

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
Walls58747.0%48.7%-1.7
No walls30048.7%48.2%+0.5

Walls against open: -2.2 points (95% range -9.8 to +5.4), p 0.575 — 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

五寸釘くん (Rank 35)2026/10/151310376.9%
ぱりぱり (Rank 40)2026/10/151881044.4%
究極無敵 (Rank 37)2026/10/1529181162.1%
うるヲ参拾 (Rank 38)2026/10/1522121054.5%
デネ (Rank 41)2026/10/151741323.5%
マサオ(AO) (Rank 40)2026/10/1444202445.5%
ヘニオ (Rank 35)2026/10/141813572.2%
拳四郎 (Rank 35)2026/10/1324111345.8%
banjar (Rank 38)2026/10/1384450.0%
Re:Biz (Rank 39)2026/10/112561924.0%
カルティカ (Rank 41)2026/10/11105550.0%
チャールズ・バックレ (Rank 35)2026/10/11105550.0%
Choi_Akira (Rank 38)2026/10/11156940.0%
おむすび山かずkaz_kcjj (Rank 36)2026/10/11126650.0%
マハリータまるこ (Rank 38)2026/10/1040152537.5%
Tokkovanessa_VF (Rank 42)2026/10/0692722.2%
lapislazuli (Rank 36)2026/10/06128466.7%
お~ちゃん (Rank 34)2026/10/0293633.3%
montanmo (Rank 38)2026/10/022011955.0%
VF12360-PC (Rank 38)2026/09/282381534.8%
まっきー氏 (Rank 38)2026/09/2893633.3%
ぶーん (Rank 35)2026/09/28136746.1%
じゃんぬ兄(公認) (Rank 37)2026/09/142591636.0%
GKplis (Rank 18)2026/07/2010100100.0%
サーちゃん (Rank 21)2026/07/2098188.9%

Round openings

Every character

crouch into Shicchi Soutai3K+G2036.6%
crouch into Katousui2P1635.3%
Ryusei Renkoushu46P+KP into Rensansui Banchu46P+KPP1625.3%
Taizan Soukoushu4P+K1585.2%
backdash into Sentai4K1464.8%
Juchou Senshou8P+K1324.3%
offensive move1203.9%
Attai2K into Tousentai2KK+G1053.4%
backdash into evade down1023.3%
Koushu RensuiPP into Renkan SenshouPPP732.4%
backdash into In'you4P732.4%
offensive move into guardG682.2%
backdash into Senputai8K501.6%
backdash into Kishitsu Kasensou43P411.3%
punchP into Koushu RensuiPP381.2%

324 further openings account for the other 1,421 rounds.

Counted from 754 of the 972 matches played. The rest were not pulled for openings.

Lion

Career
1,541–1,388 · 52.6%
This season
928 matches · 47.8%
Peak rank
40

First hit in 51.6% of 2,873 rounds. Won 52.6% of the rounds they struck first, 45.7% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 6.2% of rounds, against 2.4% in their other rounds.
  • Against Lion: evades first in 18.1% of rounds, against 7.5% against everyone else.
  • After winning a round: attacks straight away in 55.3% of rounds, against 39.0% after losing one.
  • When ahead: attacks straight away in 56.5% of rounds, against 42.8% when level or behind.
  • In round 2: opens with “4P+K Taizan Soukoushu” in 8.6% of rounds, against 4.4% in their other rounds.
  • Against Lei Fei: opens with “4P+K Taizan Soukoushu” in 15.0% of rounds, against 4.9% against everyone else.
  • After winning a round: opens with “46P+KP Ryusei Renkoushu into 46P+KPP Rensansui Banchu” in 9.2% of rounds, against 3.7% after losing one.
  • When ahead: opens with “4P+K Taizan Soukoushu” in 9.4% of rounds, against 3.8% when level or behind.

How is this tested?

crouch into Shicchi Soutai3K+G2037.0%
crouch into Katousui2P1635.6%
Ryusei Renkoushu46P+KP into Rensansui Banchu46P+KPP1625.6%
Taizan Soukoushu4P+K1585.5%
backdash into Sentai4K1465.0%
Juchou Senshou8P+K1324.6%
offensive move1194.1%
Attai2K into Tousentai2KK+G1053.6%
backdash into evade down963.3%
Koushu RensuiPP into Renkan SenshouPPP732.5%
backdash into In'you4P732.5%
offensive move into guardG682.4%
backdash into Senputai8K501.7%
backdash into Kishitsu Kasensou43P411.4%
punchP into Koushu RensuiPP381.3%

264 further openings account for the other 1,269 rounds.

Counted from 714 of the 928 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
Aoi29–30 · 49%13–13 · 50%too few to test
Lau23–20 · 53%7–9 · 44%too few to test
Jacky12–15 · 44%15–15 · 50%too few to test
Akira13–19 · 41%11–11 · 50%too few to test
Sarah17–13 · 57%7–6 · 54%too few to test
Pai13–13 · 50%7–10 · 41%too few to test
Lion14–14 · 50%7–12 · 37%too few to test
Kage8–23 · 26%4–6 · 40%too few to test
Vanessa10–12 · 45%5–11 · 31%too few to test
Lei Fei12–23 · 34%3–1 · 75%too few to test
Jean13–4 · 76%5–5 · 50%too few to test
Taka7–6 · 54%4–4 · 50%too few to test
Eileen2–5 · 29%4–6 · 40%too few to test
El Blaze7–3 · 70%3–8 · 27%too few to test
Wolf6–11 · 35%1–2 · 33%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.

214 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?

Akira

Career
80–36 · 69.0%
This season
21 matches · 61.9%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Koboku214P78.6%
crouch into Housui2P67.4%
backdash into Jouho Senshou46P56.2%
backdash into down, forward punch+kick26P+K44.9%
evade down into Souka Housui3P+K44.9%
forward dash into Souka Housui3P+K44.9%
punchP into evade down44.9%
backdash into Souka Housui3P+K33.7%
backward movement into Koboku214P33.7%
crouch into Souka Housui3P+K33.7%
forward dash into forward punch+kick6P+K33.7%
Koboku214P22.5%
Rimon Chouchu66P into crouch dash forward22.5%
Satei3K+G into crouch dash back22.5%
backdash into Jouho Touken6P22.5%

24 further openings account for the other 27 rounds.

Counted from 20 of the 21 matches played. The rest were not pulled for openings.

Jacky

Career
50–23 · 68.5%
This season
23 matches · 65.2%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Spin Kick46K+G810.3%
forward dash into Low Spin Kick1K+G56.4%
backdash into evade down45.1%
crouch dash forward into Smash Straight3P45.1%
Jab StraightPP into Jab Double StraightPPP33.9%
Middle Smash6P into Middle Smash Sword6PK33.9%
crouch dash back into Beat KnuckleP+K33.9%
crouch dash back into evade down33.9%
evade down into Smash Straight3P33.9%
evade up into Smash Straight3P33.9%
punchP into Jab StraightPP33.9%
Slant Back Knuckle1P into Rage Kick1PK22.6%
crouch dash back22.6%
crouch dash back into Spin Heel Sword4K+G22.6%
crouch into Low Spin Kick1K+G22.6%

26 further openings account for the other 28 rounds.

Counted from 20 of the 23 matches played. The rest were not pulled for openings.

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: 8 of 16 tests hold up
  • Akira: not tested (too few rounds)
  • Jacky: not tested (too few rounds)