VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

Saago_65

  • Dural
  • Jeffry
Career matches5,259
Career win rate51.2%
Round win rate48.9%
Peak rank36
Distinct opponents85
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1673 #928 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

Lion362,1531,16199253.9%
Jeffry312,0311,0271,00450.6%
Dural301,07550756847.2%

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

3,483 of 4,525 rounds counted

6.6 inputs a second (394 a minute) this season. Faster than 33% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion6.53922,779
Dural6.7399704

By opponent's character

Akira6.74011,078
Pai6.6397307
Jeffry6.6397313
Sarah6.7402236
Shun6.3381233
Lion6.2369230
Lei Fei6.438380
Brad6.4384165
Lau6.6396113
Dural6.9414139
Vanessa6.639496
Aoi6.639689
Jean6.539172
Goh6.2373105
Taka6.337768
Eileen6.639460
Jacky6.538851
Wolf6.740033
El Blaze6.639615

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

Akira36419017452.2%+10.8
Pai114823271.9%+11.7
Jeffry92454748.9%+1.6
Sarah89404944.9%-4.6
Shun69155421.7%-11.8
Lion64184628.1%-4.4
Lei Fei45202544.4%-3.0
Brad44232152.3%+6.2
Lau40211952.5%-3.5
Dural33112233.3%-10.7
Vanessa33161748.5%-7.7
Aoi30191163.3%+3.2
Jean28111739.3%-16.7
Goh2762122.2%-31.7
Taka1861233.3%-27.2
Eileen1551033.3%-14.0
Jacky1551033.3%-16.6
Kage112918.2%-6.9
Wolf105550.0%+23.0
El Blaze42250.0%-10.4

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 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 Full Fence142598341.5%-7.2
Rectangle139687148.9%-0.6
Octagon127626548.8%-0.1
Full Fence117447337.6%-9.1
Open114565849.1%+1.5
Breakable Half Fence111644757.7%+10.5
Half Fence105535250.5%+1.9
Low Fence96474949.0%+9.2
Single Wall93444947.3%+0.3
Full Fence and Open38152339.5%-7.7

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls74147.2%48.2%-0.9
No walls30348.5%45.3%+3.2

Walls against open: -4.2 points (95% range -13.5 to +5.1), p 0.378 — 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

10年遅いんだよ! (Rank 39)2026/10/153152616.1%
TommyVF (Rank 28)2026/10/153526974.3%
Lorcan (Rank 34)2026/10/1337211656.8%
brogasaurusrex (Rank 29)2026/10/1323212610654.3%
Smashquatch (Rank 32)2026/10/1374502467.6%
speedymat (Rank 29)2026/10/134233978.6%
jubbjubb767Europe (Rank 34)2026/10/133372621.2%
CoolerTails (Rank 37)2026/10/111761135.3%
SDrakeo (Rank 30)2026/09/241551033.3%
Rodryu (Rank 37)2026/09/1482285434.1%
RustyTachikoma[EU] (Rank 24)2026/09/11149564.3%
Espiro (Rank 36)2026/08/3137102727.0%
top1eileeneu (Rank 31)2026/08/17135838.5%
Rnoa96 (Rank 33)2026/08/03136746.1%
sk0111 (Rank 33)2026/07/271931615.8%
EverlastingFGC[SCO] (Rank 33)2026/07/27126650.0%
Kingheim (Rank 43)2026/07/22145935.7%
Rayne (Rank 43)2026/07/22151146.7%
Akumasama (Rank 34)2026/07/20148657.1%
Dreamcast (Rank 28)2026/06/291812666.7%
Taro_Pietro (Rank 32)2026/06/1656203635.7%
Ame33 (Rank 24)2026/05/20139469.2%
Dr.Luckyshot (Rank 28)2026/04/2535161945.7%
LordBaconTheBoss (Rank 28)2026/04/1022121054.5%
Faded (Rank 36)2026/03/28111109.1%

Round openings

Every character

backdash into back kick+guard4K+G3338.0%
backdash into Sentai4K2796.7%
guardG2526.0%
punchP into Souji SenpuP+K2024.8%
backdash into backward movement1684.0%
punchP1202.9%
punchP into One TwoPP1152.7%
Juchou Senshou8P+K1032.5%
backdash into guardG1022.4%
crouch into Tousentai2KK+G832.0%
backdash801.9%
Taizan Soukoushu4P+K771.8%
backdash into Dantai3K741.8%
crouch into Zensoutai721.7%
Banchu6P into Banchu Renkanshu6PP631.5%

435 further openings account for the other 2,068 rounds.

Counted from 1,060 of the 1,145 matches played. The rest were not pulled for openings.

Lion

Career
1,161–992 · 53.9%
This season
708 matches · 49.1%
Peak rank
36

First hit in 52.8% of 2,427 rounds. Won 52.0% of the rounds they struck first, 44.6% of the rounds they were struck first.

Significant Tells

  • Against Akira: waits first in 27.6% of rounds, against 12.1% against everyone else.
  • After opening the round before by evading: evades first in 13.0% of rounds, against 2.1% after anything else.
  • After the opponent opened the round before by waiting: evades first in 6.4% of rounds, against 1.9% after anything else.
  • In round 4 or later: opens with “backdash into 4K Sentai” in 13.6% of rounds, against 10.8% in their other rounds.
  • Against Akira: opens with “G guard” in 10.4% of rounds, against 3.8% against everyone else.

How is this tested?

backdash into Sentai4K27911.4%
punchP into Souji SenpuP+K2028.3%
backdash into back kick+guard4K+G1576.4%
guardG1445.9%
backdash into backward movement1265.2%
Juchou Senshou8P+K1034.2%
backdash into guardG873.6%
crouch into Tousentai2KK+G833.4%
Taizan Soukoushu4P+K773.1%
backdash into Dantai3K743.0%
backdash672.7%
Banchu6P into Banchu Renkanshu6PP632.6%
punchP into kickK512.1%
crouch into Katousui2P391.6%
punchP331.4%

190 further openings account for the other 856 rounds.

Counted from 623 of the 708 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
Akira68–63 · 52%34–15 · 69%too few to test
Jeffry20–28 · 42%9–6 · 60%too few to test
Shun9–31 · 22%2–8 · 20%too few to test
Lion6–9 · 40%4–17 · 19%too few to test
Sarah13–17 · 43%4–3 · 57%too few to test
Pai20–9 · 69%3–2 · 60%too few to test
Dural4–16 · 20%6–6 · 50%too few to test
Brad9–6 · 60%7–7 · 50%too few to test
Goh3–9 · 25%2–12 · 14%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.

85 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?

Dural

Career
507–568 · 47.2%
This season
327 matches · 46.8%
Peak rank
30

First hit in 45.3% of 1,291 rounds. Won 53.3% of the rounds they struck first, 45.0% of the rounds they were struck first.

Significant Tells

  • Against Sarah: backs off first in 41.2% of rounds, against 30.3% against everyone else.
  • In round 1: opens with “P punch into PP One Two” in 15.3% of rounds, against 6.6% in their other rounds.
  • Against Pai: opens with “backdash into 4K+G back kick+guard” in 20.9% of rounds, against 11.8% against everyone else.
  • After losing a round: opens with “P punch into PP One Two” in 8.8% of rounds, against 4.4% after winning one.

How is this tested?

backdash into back kick+guard4K+G17613.5%
punchP into One TwoPP1158.8%
guardG856.5%
Slant Back Knuckle1P into High Spin Kick1PK634.8%
punchP594.5%
crouch into Zensoutai2KK463.5%
backdash into Dragon Smash Cannon1K393.0%
Rising Elbow6P into Double Joint Butt6PK372.8%
backdash into backward movement342.6%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK302.3%
Somersault Kick7K into Somersault Zwei7KK272.1%
crouch into Attai2K251.9%
punchP into Punch High KickPK251.9%
down-forward punch+kick3P+K201.5%
Hi'en Tankyaku9K191.4%

187 further openings account for the other 508 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira28–39 · 42%6–11 · 35%too few to test
Pai31–14 · 69%10–2 · 83%too few to test
Sarah11–17 · 39%7–8 · 47%too few to test
Lei Fei8–7 · 53%0–0 · —too few to test
Lau6–6 · 50%0–3 · 0%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
1,027–1,004 · 50.6%
This season
110 matches · 37.3%
Peak rank
31

First hit in 63.2% of 435 rounds. Won 46.9% of the rounds they struck first, 40.6% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Knee Push4K into Knee Push Wild Hook4KP368.1%
punchP286.3%
Side Kick3K265.9%
Hammer Slide1P into Grizzly Hammer1PP245.4%
guardG235.2%
Ducking Low2K+G214.8%
punchP into Double KnucklePP214.8%
backdash into Scoop Kick4K+G204.5%
backdash into Side Kick3K194.3%
crouch into Low Knuckle2P143.2%
backdash into Double Hammer Down43P102.3%
Middle Hell Stab6P+K92.0%
backdash into Rising Hammer43PP92.0%
kickK into punchP92.0%
backdash into backward movement81.8%

71 further openings account for the other 165 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira13–17 · 43%5–4 · 56%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?

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 (44 here; about 2.2 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: 5 of 16 tests hold up
  • Dural: 4 of 16 tests hold up
  • Jeffry: 0 of 12 tests hold up