VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

Svengeance999

Career matches2,382
Career win rate55.7%
Round win rate51.5%
Peak rank35
Distinct opponents62
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1675 #914 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

Lion352,3821,3271,05555.7%

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

1,227 of 1,430 rounds counted

6.7 inputs a second (403 a minute) this season. Faster than 37% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion6.74031,227

By opponent's character

Jacky6.8406141
Shun6.438399
Kage6.5390102
Vanessa6.8411129
Goh6.9415111
Aoi6.639473
Akira6.539372
Brad6.841036
Pai6.740382
Sarah6.941439
Lau7.243157
Lei Fei6.539164
Jean6.840955
El Blaze6.740462
Wolf6.941245
Lion6.337723
Eileen6.438215
Dural7.243413
Jeffry7.04219

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

Jacky42281466.7%+6.3
Shun3122971.0%+8.3
Kage30121840.0%-12.5
Vanessa30161453.3%-3.0
Goh29151451.7%+1.6
Aoi2417770.8%+19.6
Akira2361726.1%-23.7
Brad23111247.8%+0.7
Pai20101050.0%+3.0
Sarah2091145.0%-5.9
Lau167943.8%+1.7
Lei Fei167943.8%+0.5
Jean157846.7%-5.3
El Blaze145935.7%-3.2
Wolf115645.5%-6.8
Lion51420.0%-30.1
Eileen43175.0%+28.5
Dural32166.7%+17.6
Jeffry21150.0%+5.0
Taka220100.0%+80.3

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

Half Fence46252154.4%+2.1
Full Fence44202445.5%-7.4
Single Wall44261859.1%+5.3
Breakable Full Fence42212150.0%+0.9
Low Fence33171651.5%+3.6
Octagon32161650.0%-1.3
Breakable Half Fence31161551.6%+2.0
Open31211067.7%+15.6
Rectangle31121938.7%-11.3
Full Fence and Open83537.5%-25.8

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22648.7%50.8%-2.1
No walls10859.3%52.3%+7.0

Walls against open: -9.1 points (95% range -21.6 to +3.5), p 0.158 — 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

Jiikae (Rank 33)2026/10/13117463.6%
BLACKSTAR (Rank 35)2026/10/1385362.5%
Da-Goat-Pawn (Rank 32)2026/10/12107370.0%
Username (Rank 35)2026/10/12113827.3%
evoyd (Rank 33)2026/10/0985362.5%
onuelito (Rank 38)2026/09/0993633.3%
seedash (Rank 32)2026/09/0795455.6%
leefung._ (Rank 33)2026/09/031915479.0%
GangBanger9000 (Rank 37)2026/08/2985362.5%
LethalLegendK (Rank 32)2026/08/2874357.1%
Booger (Rank 33)2026/08/2862433.3%
ShooterMcJacky (Rank 31)2026/08/271410471.4%
Ant0 (Rank 38)2026/08/2783537.5%
Chris (Rank 36)2026/07/2462433.3%
Jaguar (Rank 34)2026/07/23103730.0%
RushdownTurtle(RDT) (Rank 36)2026/07/04117463.6%
samtheseed (Rank 36)2026/06/2565183.3%
LD (Rank 37)2026/06/25123925.0%
rich.tapestry (Rank 32)2026/06/1986275.0%
IXOYE (Rank 34)2026/06/1896366.7%
Lion (Rank 32)2026/05/2923101343.5%
BFGC|McMoney (Rank 34)2026/05/1264266.7%
xChimerax (Rank 32)2026/05/1282625.0%
UltraSeBassツ (Rank 34)2026/05/1062433.3%
BaebladeRIP (Rank 39)2026/04/2271614.3%

Round openings

Lion

Career
1,327–1,055 · 55.7%
This season
360 matches · 51.7%
Peak rank
35

First hit in 47.7% of 1,298 rounds. Won 51.0% of the rounds they struck first, 51.1% of the rounds they were struck first.

Significant Tells

  • Against Shun: evades first in 53.8% of rounds, against 29.7% against everyone else.
  • On Rectangle stages: attacks straight away in 39.3% of rounds, against 21.1% on the other stages.
  • After losing a round: evades first in 39.0% of rounds, against 21.2% after winning one.
  • When behind: evades first in 41.4% of rounds, against 25.1% when ahead or level.
  • In round 4 or later: opens with “backdash into 4K Sentai” in 10.3% of rounds, against 5.9% in their other rounds.
  • Against Goh: opens with “evade up into crouch dash forward” in 14.7% of rounds, against 6.2% against everyone else.
  • After winning a round: opens with “backdash into evade down” in 9.8% of rounds, against 3.4% after losing one.
  • When ahead: opens with “backdash into evade down” in 9.5% of rounds, against 4.9% when level or behind.

How is this tested?

backdash into evade down1037.7%
backdash into Sentai4K947.0%
evade up into crouch dash forward916.8%
crouch into Katousui2P554.1%
Juchou Senshou8P+K534.0%
evade down into crouch dash forward523.9%
crouch into Shicchi Soutai3K+G372.8%
evade up into punchP372.8%
crouch into Zensoutai2KK332.5%
throw escape302.2%
Taizan Soukoushu4P+K251.9%
crouch into Senkyutai1K231.7%
evade down into punchP231.7%
guardG into throw escape231.7%
Senputai8K221.6%

182 further openings account for the other 635 rounds.

Counted from 333 of the 360 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
Jacky11–8 · 58%11–3 · 79%too few to test
Shun12–1 · 92%6–4 · 60%too few to test
Vanessa9–8 · 53%7–6 · 54%too few to test
Kage7–11 · 39%3–5 · 38%too few to test
Aoi12–4 · 75%5–3 · 62%too few to test
Goh4–11 · 27%7–2 · 78%too few to test
Akira4–9 · 31%1–6 · 14%too few to test
Brad8–8 · 50%2–2 · 50%too few to test
Pai4–10 · 29%6–0 · 100%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.

27 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: 8 of 15 tests hold up