VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lion

ぎょーざネコ

  • Lau
  • Akira
Career matches378
Career win rate46.6%
Round win rate38.6%
Peak rank23
Distinct opponents15
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1165 Not ranked yet: the list needs 50 matches. See 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

Lion232241269856.2%
Lau19139508936.0%
Akira16150150.0%

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

171 of 171 rounds counted

5.8 inputs a second (347 a minute) this season. Faster than 13% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion5.834890
Lau5.734462
Akira5.834919

By opponent's character

Goh5.834539
Akira5.633426
Pai5.734431
Lion5.734219
Jeffry6.438517
El Blaze6.337710
Taka5.633514
Vanessa5.23127
Aoi6.94145
Wolf5.43243

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

Goh111109.1%-40.6
Akira72528.6%-4.8
Pai75271.4%+42.4
Lion52340.0%+13.2
Jeffry41325.0%-13.9
El Blaze32166.7%+17.3
Taka31233.3%+11.8
Vanessa2020.0%-9.1
Aoi110100.0%+61.3
Wolf1010.0%-18.2

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

Full Fence94544.4%+4.3
Single Wall81712.5%-25.5
Breakable Full Fence62433.3%+1.5
Open52340.0%+7.0
Half Fence41325.0%-12.1
Breakable Half Fence32166.7%+40.1
Full Fence and Open31233.3%+3.0
Low Fence3030.0%-33.8
Rectangle110100.0%+61.3

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
Walls2343.5%36.2%+7.2
No walls1618.8%33.1%-14.4

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

hyun-sibaru-man (Rank 24)2026/10/11220100.0%
[VirtuAnalytics]SuperGolden (Rank 26)2026/10/1131233.3%
shizuhachan (Rank 16)2026/10/113030.0%
orz (Rank 30)2026/10/112020.0%
HEDO/ (Rank 24)2026/10/042020.0%
おぺ (Rank 18)2026/10/0441325.0%
camelvf (Rank 24)2026/09/241010.0%
chibo (Rank 24)2026/09/232020.0%
nekodiver2 (Rank 21)2026/09/2332166.7%
VirtuaLi-on (Rank 25)2026/09/231010.0%
Fuji-Atsuka (Rank 18)2026/08/2452340.0%
ゅろぽ (Rank 24)2026/08/03110100.0%
CHASER (Rank 21)2026/07/2064266.7%
HayanieMozu (Rank 11)2026/07/1281712.5%
委員ちょ@今夜もEatIt・ (Rank 21)2026/06/21110100.0%

Round openings

Every character

Sentai4K64.7%
backdash into Sentai4K53.9%
Senchutai3K43.1%
evade up43.1%
Juchou Teishitsu9K32.3%
Kokyaku Haiten7K32.3%
Taizan Soukoushu4P+K32.3%
crouch into Souchuken2P32.3%
evade up into backdash32.3%
punchP32.3%
Banchu6P21.6%
Banchu6P into evade down21.6%
Dantai3K21.6%
Koushu RensuiPP into Rensui SoushuPPP+K21.6%
Saishikkyaku4K21.6%

76 further openings account for the other 82 rounds.

Counted from 34 of the 39 matches played. The rest were not pulled for openings.

Lion

Career
126–98 · 56.2%
This season
22 matches · 50.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sentai4K69.0%
backdash into Sentai4K57.5%
Juchou Teishitsu9K34.5%
Taizan Soukoushu4P+K34.5%
Banchu6P23.0%
Banchu6P into evade down23.0%
Dantai3K23.0%
Koushu RensuiPP into Rensui SoushuPPP+K23.0%
Tanhikyaku46K23.0%
crouch into Katousui2P23.0%
evade up23.0%
evade up into backdash23.0%
punchP23.0%
Banchu6P into Banchu Renkanshu6PP11.5%
Banchu6P into punchP11.5%

30 further openings account for the other 30 rounds.

Counted from 17 of the 22 matches played. The rest were not pulled for openings.

Lau

Career
50–89 · 36.0%
This season
17 matches · 23.5%
Peak rank
19

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senchutai3K46.5%
Kokyaku Haiten7K34.8%
crouch into Souchuken2P34.8%
Saishikkyaku4K23.2%
Tenshin EngekishouP+K23.2%
Touku Shashou897P+K23.2%
backdash into Honten Rakutoutai46K+G23.2%
evade up23.2%
evade up into forward dash23.2%
Chisoutai2K+G11.6%
Chugeki6P into Hou'ou Soushou6PP11.6%
Gako Choushitsu6K11.6%
Genchi Senpukyaku8K+G into Rakuchi Kobikyaku8K+GK11.6%
Honshin Hekiken1P+K11.6%
Honten Rakutoutai46K+G11.6%

34 further openings account for the other 34 rounds.

Not counted here: Akira. Their matches 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Lion: not tested (too few rounds)
  • Lau: not tested (too few rounds)