VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lion

hyde_jekyll_666

Career matches1,629
Career win rate52.5%
Round win rate50.0%
Peak rank34
Distinct opponents166
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1501 #2,014 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

Lion341,62985577452.5%

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

1,501 of 1,501 rounds counted

8.3 inputs a second (501 a minute) this season. Faster than 77% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion8.35011,501

By opponent's character

Akira8.4503248
Jacky8.3495130
Jeffry8.6518129
Goh8.4507107
Sarah8.248994
Aoi8.450283
El Blaze8.349992
Kage8.752290
Shun8.450389
Lau8.350079
Pai8.249160
Brad8.551049
Lion8.450240
Wolf8.450644
Jean8.148636
Vanessa7.846633
Dural8.550929
Lei Fei7.645629
Taka7.847123
Eileen7.846717

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

Akira61313050.8%-2.6
Jacky33161748.5%-1.2
Jeffry31141745.2%-6.2
Goh30131743.3%-6.3
Sarah24121250.0%-3.4
Aoi21101147.6%-3.2
El Blaze2191242.9%-3.1
Kage2112957.1%+8.6
Shun2113861.9%+12.2
Lau1961331.6%-14.1
Pai157846.7%-1.6
Brad116554.5%+6.5
Lion116554.5%+3.9
Wolf116554.5%-0.7
Jean104640.0%-8.6
Vanessa97277.8%+39.1
Dural74357.1%+17.1
Lei Fei73442.9%-12.4
Taka63350.0%+6.5
Eileen440100.0%+38.9

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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 Fence51292256.9%+9.6
Open42261661.9%+12.0
Breakable Full Fence41212051.2%+1.5
Full Fence38162242.1%-10.3
Single Wall38211755.3%+4.0
Half Fence37142337.8%-14.8
Low Fence33132039.4%-9.8
Octagon29171258.6%+14.6
Rectangle25101540.0%-12.2
Full Fence and Open1661037.5%-8.9

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22148.4%49.6%-1.2
No walls11353.1%50.5%+2.6

Walls against open: -3.7 points (95% range -15.5 to +8.0), p 0.534 — 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

ルビーロマン葵 (Rank 33)2026/10/1141325.0%
タピる。 (Rank 33)2026/10/1043175.0%
poteto (Rank 37)2026/10/1073442.9%
BANANA (Rank 32)2026/10/0353260.0%
ふぇに (Rank 35)2026/10/0264266.7%
LEO (Rank 31)2026/10/02114736.4%
会長さん (Rank 33)2026/09/2761516.7%
[VirtuAnalytics]SuperGolden (Rank 33)2026/09/2063350.0%
ぴょろすぽ (Rank 32)2026/09/1253260.0%
銀 (Rank 30)2026/09/1042250.0%
ヘニオ (Rank 34)2026/09/08104640.0%
be-shedded (Rank 29)2026/09/0665183.3%
影虎 (Rank 33)2026/09/0586275.0%
タイヨウ (Rank 32)2026/09/0543175.0%
クロサギ@はなちゃん (Rank 30)2026/09/0561516.7%
CELIS (Rank 28)2026/09/05660100.0%
스트렌져 (Rank 33)2026/09/0553260.0%
jiwoonpk (Rank 33)2026/09/0472528.6%
무파ZeroBlue (Rank 35)2026/09/0464266.7%
マクシミリアン15世 (Rank 32)2026/09/0474357.1%
闇落ちUMAGON (Rank 31)2026/09/0363350.0%
猫鼻 (Rank 31)2026/09/0375271.4%
ぽん (Rank 24)2026/07/3043175.0%
ねこまじん (Rank 33)2026/07/2852340.0%
ishida (Rank 13)2026/07/05440100.0%

Round openings

Lion

Career
855–774 · 52.5%
This season
373 matches · 49.9%
Peak rank
34

First hit in 47.1% of 1,393 rounds. Won 53.7% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

  • Against Wolf: evades first in 29.5% of rounds, against 8.8% against everyone else.
  • In round 4 or later: opens with “3K+G Shicchi Soutai” in 9.3% of rounds, against 4.2% in their other rounds.
  • Against Goh: opens with “4P In'you into 4PP Ni In'you” in 13.6% of rounds, against 3.4% against everyone else.
  • After losing a round: opens with “8P+K Juchou Senshou” in 17.3% of rounds, against 8.8% after winning one.

How is this tested?

Juchou Senshou8P+K18313.0%
Banchu6P1017.2%
Shicchi Soutai3K+G785.5%
In'you4P into Ni In'you4PP584.1%
Ukoushin46P+K584.1%
Sentai4K into Sentai Shumen4KP533.8%
punchP into RensuitaiPK483.4%
crouch into Kousoutai2K+G473.3%
backdash into Sentai Shumen4KP443.1%
backdash into Sentai4K433.1%
Kousoutai2K+G322.3%
backdash into Senputai8K322.3%
evade down282.0%
RensuitaiPK into Rensuitai ShumenPKP261.9%
punchP241.7%

158 further openings account for the other 551 rounds.

Counted from 350 of the 373 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
Akira20–18 · 53%9–10 · 47%too few to test
Jeffry7–13 · 35%6–2 · 75%too few to test
Goh10–12 · 45%2–3 · 40%too few to test
Jacky10–7 · 59%4–8 · 33%too few to test
Sarah5–5 · 50%6–7 · 46%too few to test
Kage5–6 · 45%4–2 · 67%too few to test
Shun4–4 · 50%3–2 · 60%too few to test
El Blaze6–7 · 46%2–3 · 40%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.

23 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 (15 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: 4 of 15 tests hold up