VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Lion

JINXHAND

  • Lau
  • Jeffry
Career matches6,032
Career win rate54.2%
Round win rate51.6%
Peak rank34
Distinct opponents120
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1703 #795 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

Lion323,2011,7191,48253.7%
Lau341,48382066355.3%
Jeffry301,34873261654.3%

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

3,097 of 3,339 rounds counted

8.3 inputs a second (498 a minute) this season. Faster than 76% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau8.34962,457
Lion8.5512593
Jeffry7.746247

By opponent's character

Brad8.2490330
Jacky8.4505350
Lei Fei8.3501302
Shun8.7519280
Sarah8.3495223
Wolf8.148590
Akira8.3498206
Pai8.6513197
Jean8.0481193
Kage8.1484163
El Blaze8.3497152
Jeffry8.3498109
Goh8.3498134
Lion8.450493
Taka7.343864
Lau8.249560
Aoi8.047939
Eileen8.852642
Dural8.551140
Vanessa8.551130

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

Brad93484551.6%+2.1
Jacky85424349.4%-2.4
Lei Fei71383353.5%-1.2
Shun69432662.3%+6.1
Sarah58362262.1%+12.9
Wolf57263145.6%+4.2
Akira50242648.0%-7.0
Pai49331667.3%+16.7
Jean48113722.9%-22.7
Kage42251759.5%+10.5
El Blaze41271465.8%+8.0
Jeffry41271465.8%-4.1
Goh34161847.1%-14.7
Lion22101245.5%-8.7
Taka1821611.1%-29.8
Lau158753.3%+4.1
Aoi115645.5%-7.4
Eileen118372.7%+7.8
Dural95455.6%-0.8
Vanessa73442.9%-8.5

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

Low Fence120734760.8%+10.3
Breakable Half Fence96435344.8%-6.0
Single Wall86404646.5%-6.0
Rectangle83473656.6%+1.8
Breakable Full Fence76453159.2%+2.8
Octagon75373849.3%-2.7
Half Fence74353947.3%-3.0
Full Fence69313844.9%-6.4
Open69363352.2%-1.4
Full Fence and Open36221461.1%+6.0

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
Walls47350.3%52.4%-2.1
No walls27554.2%52.3%+1.9

Walls against open: -3.9 points (95% range -12.6 to +4.7), p 0.375 — 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

Kungfuhustle99 (Rank 29)2026/07/2337221559.5%
ChilePiquín (Rank 34)2026/07/23120120.0%
LethalLegendK (Rank 29)2026/07/2238182047.4%
Based_Ganja (Rank 30)2026/07/202014670.0%
evoyd (Rank 34)2026/07/20106460.0%
I'monlysleeping (Rank 35)2026/07/1734112332.4%
JAWattack (Rank 29)2026/07/172091145.0%
HecticFall (Rank 30)2026/07/17104640.0%
tenpai (Rank 31)2026/07/162315865.2%
leefung._ (Rank 30)2026/07/1626151157.7%
Johnnny_E_ (Rank 35)2026/07/1636162044.4%
RamonJamon (Rank 34)2026/07/10107370.0%
Mr_LoverMan85 (Rank 33)2026/07/05106460.0%
Sevensided253 (Rank 31)2026/07/042113861.9%
VF31998 (Rank 30)2026/07/042161528.6%
Crashing_Blow2003 (Rank 33)2026/07/042652119.2%
Ravenous123 (Rank 32)2026/07/0494544.4%
UltraSeBassツ (Rank 34)2026/07/03157846.7%
Jiikae (Rank 30)2026/06/28127558.3%
ItsameBS (Rank 32)2026/06/272314960.9%
H.P.Starcraft (Rank 26)2026/06/241913668.4%
raybladex (Rank 32)2026/06/20116554.5%
j_remover (Rank 29)2026/06/171610662.5%
KDQIBushido (Rank 34)2026/06/13160160.0%
legendaryhero (Rank 27)2026/05/0597277.8%

Round openings

Every character

backdash into evade up2828.4%
backdash into evade down1695.0%
backdash into Chisoutai2K+G1384.1%
backdash into Honten Rakutoutai46K+G1313.9%
Touku Shashou897P+K1103.3%
backdash into Ko'en Souken2P+K1063.2%
crouch into down-back kick1K932.8%
backdash into Sako Soushou4P+K912.7%
RenshouPP into Renshou Senputai3PPK792.4%
backdash into Honshin Hekiken1P+K732.2%
forward dash into Chisoutai2K+G712.1%
backdash into punchP641.9%
crouch into Renshou Senputai3PPK611.8%
Touku Shashou897P+K into guardG571.7%
crouch dash back501.5%

420 further openings account for the other 1,770 rounds.

Lau

Career
820–663 · 55.3%
This season
626 matches · 54.0%
Peak rank
34

First hit in 54.4% of 2,486 rounds. Won 56.1% of the rounds they struck first, 48.1% of the rounds they were struck first.

Significant Tells

  • Against Brad: waits first in 23.8% of rounds, against 9.3% against everyone else.
  • After losing a round: moves in first in 8.7% of rounds, against 3.6% after winning one.
  • When ahead: attacks straight away in 22.4% of rounds, against 16.2% when level or behind.
  • Against Shun: opens with “backdash into 2K+G Chisoutai” in 10.6% of rounds, against 5.0% against everyone else.
  • After winning a round: opens with “backdash into 46K+G Honten Rakutoutai” in 7.7% of rounds, against 3.7% after losing one.

How is this tested?

backdash into evade up2349.3%
backdash into Chisoutai2K+G1385.5%
backdash into evade down1325.3%
backdash into Honten Rakutoutai46K+G1315.2%
Touku Shashou897P+K1104.4%
backdash into Ko'en Souken2P+K1064.2%
crouch into down-back kick1K933.7%
backdash into Sako Soushou4P+K913.6%
RenshouPP into Renshou Senputai3PPK793.1%
backdash into Honshin Hekiken1P+K732.9%
forward dash into Chisoutai2K+G712.8%
crouch into Renshou Senputai3PPK612.4%
Touku Shashou897P+K into guardG572.3%
backdash into punchP481.9%
crouch dash back481.9%

229 further openings account for the other 1,035 rounds.

By stage type

Record against each character on walled and open stages, as Lau

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky16–32 · 33%20–9 · 69%too few to test
Brad18–16 · 53%16–12 · 57%too few to test
Shun19–15 · 56%9–3 · 75%too few to test
Sarah19–7 · 73%11–15 · 42%too few to test
Pai19–13 · 59%3–2 · 60%too few to test
Lei Fei12–9 · 57%7–6 · 54%too few to test
Akira8–3 · 73%12–12 · 50%too few to test
Jean4–17 · 19%5–9 · 36%too few to test
Jeffry12–8 · 60%8–3 · 73%too few to test
Kage9–10 · 47%6–6 · 50%too few to test
El Blaze11–7 · 61%10–3 · 77%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.

How is this tested?

Lion

Career
1,719–1,482 · 53.7%
This season
157 matches · 48.4%
Peak rank
32

First hit in 58.3% of 633 rounds. Won 54.7% of the rounds they struck first, 42.4% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 19.1% of rounds, against 10.7% in their other rounds.
  • Against Goh: moves in first in 27.9% of rounds, against 11.0% against everyone else.
  • Against Shun: opens with “backdash into evade up” in 15.6% of rounds, against 4.4% against everyone else.
  • On Open stages: opens with “backdash into evade up” in 14.6% of rounds, against 4.1% on the other stages.
  • After losing a round: opens with “crouch into 3K+G Shicchi Soutai” in 8.4% of rounds, against 1.3% after winning one.

How is this tested?

backdash into evade up355.5%
forward movement into punchP345.4%
backdash into evade down314.9%
backdash into Shicchi Soutai3K+G304.7%
crouch into Shicchi Soutai3K+G284.4%
crouch into Dantai3K243.8%
backdash into Touku Rigou Bantaitetsu46K+G233.6%
backdash into Dantai3K213.3%
Heimonkyaku6K203.1%
Taizan Soukoushu4P+K182.8%
backdash into Sen'inshou3P182.8%
backdash into Kishitsu Kasensou43P152.4%
backdash into Koushutai44K121.9%
backdash into Tougeki Rensui1PP111.7%
Banchu6P91.4%

142 further openings account for the other 305 rounds.

By stage type

Record against each character on walled and open stages, as Lion

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lei Fei12–10 · 55%2–5 · 29%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.

How is this tested?

Jeffry

Career
732–616 · 54.3%
This season
48 matches · 47.9%
Peak rank
30

First hit in 57.9% of 202 rounds. Won 51.3% of the rounds they struck first, 44.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Double KnucklePP2713.2%
backdash into Double Hammer Down43P209.8%
crouch into Ducking Low2K+G146.9%
backdash into evade up136.4%
backdash into Rising Hammer43PP104.9%
backdash into Ducking Low2K+G83.9%
backdash into punchP73.4%
backdash into Scoop Kick4K+G62.9%
backdash into evade down62.9%
backdash into Tsunami Beat3K+G52.5%
crouch into Low Knuckle2P52.5%
forward movement into punchP52.5%
Ducking Low2K+G42.0%
Torpedo Head Butt4P+K42.0%
backdash into Full Swing Double Hammer41236P+K42.0%

48 further openings account for the other 66 rounds.

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 (30 here; about 1.5 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

  • Lau: 5 of 16 tests hold up
  • Lion: 5 of 14 tests hold up
  • Jeffry: not tested (too few rounds)