VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

COSMOX

Career matches6,526
Career win rate53.6%
Round win rate58.4%
Peak rank42
Distinct opponents155
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1872 #192 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

Lion426,5263,4983,02853.6%

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

1,510 of 1,717 rounds counted

8.2 inputs a second (489 a minute) this season. Faster than 74% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion8.24891,510

By opponent's character

Lau8.2489225
Jacky8.1488202
Akira8.3500196
Shun8.2494143
Kage8.047747
Wolf8.148791
Jean7.947589
Aoi7.846673
Lion8.450448
Lei Fei7.947326
Sarah8.651751
Goh8.047858
Pai8.752434
Taka7.645457
Eileen8.249330
Brad8.349633
El Blaze7.846639
Dural8.350129
Vanessa8.953524
Jeffry8.551115

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

Lau61283345.9%-8.6
Jacky60402066.7%+5.2
Akira51391276.5%+4.5
Shun40281270.0%+2.1
Kage2415962.5%+1.7
Wolf2416866.7%+2.0
Jean23131056.5%-12.0
Aoi20101050.0%-10.9
Lion1815383.3%+24.4
Lei Fei178947.1%-5.2
Sarah1716194.1%+19.9
Goh1611568.8%+3.4
Pai1612475.0%+6.5
Taka157846.7%-4.2
Eileen127558.3%-0.1
Brad105550.0%-16.5
El Blaze94544.4%-29.0
Dural74357.1%-12.3
Vanessa660100.0%+14.4
Jeffry43175.0%-11.6

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

Half Fence60382263.3%+6.9
Full Fence53341964.2%-5.0
Single Wall48311764.6%-1.1
Rectangle4738980.8%+12.9
Breakable Full Fence42291369.0%+6.5
Low Fence41212051.2%-11.9
Open40281270.0%+5.6
Octagon39251464.1%+5.3
Breakable Half Fence32181456.2%-13.0
Full Fence and Open158753.3%-1.7

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
Walls27366.7%64.0%+2.6
No walls12962.0%64.2%-2.2

Walls against open: +4.8 points (95% range -4.7 to +14.4), p 0.318 — 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

fwnd1396 (Rank 32)2026/07/28440100.0%
ぁ     やごろ (Rank 36)2026/07/2854180.0%
sitch_501xx (Rank 12)2026/07/28660100.0%
ジェネリック (Rank 40)2026/07/28103730.0%
ctraum (Rank 39)2026/07/27117463.6%
lovejam5333 (Rank 34)2026/07/2754180.0%
METSURYU (Rank 43)2026/07/2663350.0%
monkeytrick (Rank 42)2026/07/2651420.0%
全身ボロボロポックリ (Rank 43)2026/07/2551420.0%
PuzzG/ぱず爺 (Rank 35)2026/07/2564266.7%
Handive (Rank 35)2026/07/2453260.0%
jinmenusagi (Rank 42)2026/07/231991047.4%
ゆ~やん3 (Rank 40)2026/07/2364266.7%
つがさん (Rank 36)2026/07/2362433.3%
ハマラウ (Rank 42)2026/07/2351420.0%
VF12360-PC (Rank 39)2026/07/2375271.4%
かっこいいらう (Rank 44)2026/07/2161516.7%
jokey_awe94 (Rank 38)2026/06/0485362.5%
超ボタン連打マ~ン (Rank 41)2026/06/0283537.5%
ダンシングまるこ (Rank 39)2026/06/0263350.0%
coco_papasan (Rank 40)2026/05/2853260.0%
nidaimebannai (Rank 38)2026/05/1954180.0%
亡霊 (Rank 39)2026/05/1773442.9%
elpopo_3378 (Rank 36)2026/05/1775271.4%
龍太 (Rank 42)2026/05/1754180.0%

Round openings

Lion

Career
3,498–3,028 · 53.6%
This season
450 matches · 63.8%
Peak rank
42

First hit in 50.1% of 1,698 rounds. Won 58.0% of the rounds they struck first, 58.6% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 63.3% of rounds, against 50.5% in their other rounds.
  • Against Lau: moves in first in 77.9% of rounds, against 50.0% against everyone else.
  • On Low Fence stages: evades first in 12.1% of rounds, against 6.3% on the other stages.
  • After opening the round before by evading: evades first in 18.4% of rounds, against 7.0% after anything else.
  • In round 1: opens with “forward dash into 1K Senkyutai” in 19.3% of rounds, against 9.7% in their other rounds.
  • Against Lau: opens with “forward dash into 3K Dantai” in 20.0% of rounds, against 7.7% against everyone else.
  • On Rectangle stages: opens with “forward dash into 1K Senkyutai” in 18.6% of rounds, against 11.3% on the other stages.
  • After opening the round before with “forward movement into PP Koushu Rensui”: opens with “forward movement into PP Koushu Rensui” in 13.5% of rounds, against 4.8% after anything else.
  • After losing a round: opens with “forward dash into 3K Dantai” in 9.9% of rounds, against 6.8% after winning one.
  • When behind: opens with “forward dash into 3K Dantai” in 11.5% of rounds, against 6.2% when ahead or level.

How is this tested?

forward dash into Senkyutai1K21112.2%
forward dash into Dantai3K1619.3%
crouch into Katousui2P1508.7%
forward dash into guardG1297.5%
forward movement into Koushu RensuiPP955.5%
backdash into Dantai3K935.4%
backdash into Taizan Acchou43P+K905.2%
forward movement into punchP905.2%
backdash into Tanhikyaku46K673.9%
evade up into crouch dash forward311.8%
crouch dash forward into guardG291.7%
backdash into Sentai4K251.4%
backdash into evade up241.4%
forward dash into throw escape241.4%
evade up into Dantai3K221.3%

157 further openings account for the other 483 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lau16–11 · 59%9–10 · 47%too few to test
Jacky22–9 · 71%13–9 · 59%too few to test
Akira22–8 · 73%11–4 · 73%too few to test
Shun17–6 · 74%8–6 · 57%too few to test
Kage7–7 · 50%8–2 · 80%too few to test
Wolf10–5 · 67%6–2 · 75%too few to test
Jean8–7 · 53%5–3 · 62%too few to test
Aoi8–7 · 53%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.

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: 10 of 17 tests hold up