VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

くろなぎ

Career matches9,634
Career win rate49.2%
Round win rate49.1%
Peak rank32
Distinct opponents372
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1584 #1,459 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

Lion329,6344,7374,89749.2%

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

5,208 of 6,703 rounds counted

8.6 inputs a second (517 a minute) this season. Faster than 81% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion8.65175,208

By opponent's character

Akira8.8529671
Jacky8.4505544
Wolf8.6517439
Lau8.9536345
Jean8.5508295
Goh8.8531352
Sarah8.5510332
Kage8.4504314
Pai8.9532247
Jeffry8.4505221
Vanessa8.5512210
Brad8.5511262
Lion8.6515240
Aoi9.0538182
Shun8.3497181
Lei Fei8.6515158
El Blaze8.450480
Taka8.651356
Eileen8.350161
Dural8.450518

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

Akira2079311444.9%-3.3
Jacky185919449.2%-1.2
Wolf133627146.6%+0.8
Lau128517739.8%-10.0
Jean103416239.8%-9.6
Goh101485347.5%-4.9
Sarah95544156.8%+5.2
Kage93464749.5%+2.5
Pai79394049.4%+1.5
Jeffry77423554.5%+5.1
Vanessa74403454.0%+1.6
Brad71343747.9%-0.6
Lion71333846.5%-0.2
Aoi51312060.8%+13.5
Shun49262353.1%+9.0
Lei Fei42261661.9%+17.2
El Blaze2619773.1%+19.7
Taka26111542.3%-7.1
Eileen23101343.5%-2.6
Dural52340.0%-2.3

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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 Fence2001039751.5%+2.6
Rectangle187889947.1%-0.1
Single Wall182909249.5%-0.2
Half Fence179948552.5%+2.8
Full Fence161798249.1%+1.5
Low Fence152787451.3%+2.3
Open138657347.1%+0.6
Octagon136657147.8%-3.6
Breakable Full Fence128587045.3%-5.8
Full Fence and Open95405542.1%-7.1

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
Walls99149.1%49.2%-0.0
No walls47249.4%48.6%+0.8

Walls against open: -0.8 points (95% range -6.5 to +4.9), p 0.784 — 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

ちゃあ (Rank 31)2026/08/051641225.0%
オムレツハンター© (Rank 33)2026/08/05137653.9%
akimaru7 (Rank 32)2026/08/041810855.6%
クレウル (Rank 33)2026/08/04178947.1%
ヘニオ (Rank 32)2026/07/2738132534.2%
Bird-Tat (Rank 31)2026/07/271510566.7%
ちょいそる (Rank 33)2026/07/271510566.7%
zephyr_dural (Rank 30)2026/07/272071335.0%
らうらう (Rank 29)2026/07/241221016.7%
グランドおじいちゃん (Rank 32)2026/07/221751229.4%
feeling-frame (Rank 30)2026/07/20149564.3%
nidaimebannai (Rank 34)2026/07/181331023.1%
Hi-VisionZERO (Rank 32)2026/07/18189950.0%
nuku2pai428 (Rank 30)2026/07/18138561.5%
shuri_nero (Rank 33)2026/07/17157846.7%
kuuhaku-zero9 (Rank 30)2026/07/141651131.2%
TKS_5150 (Rank 33)2026/07/02146842.9%
saw121 (Rank 29)2026/06/281712570.6%
NO-NAMENANASI774 (Rank 29)2026/06/25145935.7%
さみぃ_ANTARES (Rank 32)2026/06/202012860.0%
SUTEKI-_-san (Rank 29)2026/06/071512380.0%
ayunii216 (Rank 34)2026/06/02128466.7%
MAR-KUN888 (Rank 31)2026/05/191441028.6%
AOEアオイ (Rank 32)2026/05/12147750.0%
jefrikko (Rank 30)2026/05/11127558.3%

Round openings

Lion

Career
4,737–4,897 · 49.2%
This season
1,639 matches · 48.8%
Peak rank
32

First hit in 50.8% of 6,648 rounds. Won 51.7% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: waits first in 7.7% of rounds, against 3.2% in their other rounds.
  • Against Lau: moves in first in 48.4% of rounds, against 31.5% against everyone else.
  • On Rectangle stages: evades first in 3.6% of rounds, against 2.0% on the other stages.
  • After opening the round before by moving in: moves in first in 38.0% of rounds, against 27.6% after anything else.
  • After winning a round: attacks straight away in 30.6% of rounds, against 23.7% after losing one.
  • When behind: backs off first in 39.7% of rounds, against 30.5% when ahead or level.
  • In round 1: opens with “backdash into 46P+KP Ryusei Renkoushu” in 10.4% of rounds, against 5.4% in their other rounds.
  • Against Wolf: opens with “46P+K Ukoushin” in 9.9% of rounds, against 3.8% against everyone else.
  • On Full Fence and Open stages: opens with “crouch dash forward into 3P Sen'inshou” in 12.2% of rounds, against 4.1% on the other stages.
  • After opening the round before with “backdash into 46P+KP Ryusei Renkoushu”: opens with “backdash into 46P+KP Ryusei Renkoushu” in 8.8% of rounds, against 5.2% after anything else.
  • After losing a round: opens with “backdash into 46P+K Ukoushin” in 6.1% of rounds, against 4.0% after winning one.
  • When behind: opens with “backdash into 46P+K Ukoushin” in 6.7% of rounds, against 4.1% when ahead or level.

How is this tested?

backdash into Ryusei Renkoushu46P+KP4486.7%
forward dash into evade up4346.5%
backdash into Ukoushin46P+K3445.1%
crouch dash forward into Sen'inshou3P3365.0%
Ukoushin46P+K2864.2%
crouch into Katousui2P2133.2%
Shicchi Soutai3K+G1982.9%
Juchou Senshou8P+K1852.8%
crouch dash back into Sen'inshou3P1732.6%
backdash into evade down1512.2%
backdash into Senshippo66P1392.1%
forward movement into punchP1071.6%
forward dash into Ni In'you4PP981.5%
Shicchi Soutai3K+G into guardG941.4%
backdash into Sentai4K921.4%

440 further openings account for the other 3,432 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira48–64 · 43%33–40 · 45%-2.1
Jacky64–64 · 50%14–11 · 56%too few to test
Wolf47–43 · 52%11–22 · 33%+22.4
Lau38–51 · 43%9–20 · 31%too few to test
Jean30–49 · 38%11–11 · 50%too few to test
Goh29–26 · 53%14–22 · 39%+10.7
Sarah24–17 · 59%28–23 · 55%-1.2
Kage26–30 · 46%18–14 · 56%-6.4
Pai24–26 · 48%12–10 · 55%too few to test
Jeffry22–18 · 55%14–14 · 50%too few to test
Vanessa27–21 · 56%11–9 · 55%too few to test
Brad18–20 · 47%13–13 · 50%too few to test
Lion23–19 · 55%8–8 · 50%too few to test
Aoi15–14 · 52%11–3 · 79%too few to test
Shun16–15 · 52%6–3 · 67%too few to test
Lei Fei9–1 · 90%11–7 · 61%too few to test
El Blaze10–5 · 67%5–2 · 71%too few to test
Taka10–9 · 53%1–4 · 20%too few to test
Eileen6–10 · 38%3–3 · 50%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

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 (17 here; about 0.9 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: 12 of 17 tests hold up