VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

michinaru

  • Brad
Career matches680
Career win rate48.1%
Round win rate45.7%
Peak rank24
Distinct opponents79
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1248 #3,305 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

Lion2468032735348.1%
Brad16000—

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

619 of 619 rounds counted

4.9 inputs a second (296 a minute) this season. Faster than 2% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion4.9296616
Brad5.43243

By opponent's character

Akira4.9295110
Wolf5.130773
Shun5.231049
Kage5.130347
Aoi5.030341
Lion4.728347
Jeffry4.728138
Goh5.130429
Jacky4.728324
Lau4.929626
Pai5.231422
Eileen5.130522
Jean4.526824
Lei Fei4.627718
Vanessa4.929617
El Blaze4.92929
Sarah4.92929
Taka4.728110
Brad4.22544

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

Akira2891932.1%-5.0
Wolf1871138.9%+2.1
Shun134930.8%-11.4
Kage128466.7%+5.5
Aoi114736.4%-3.9
Lion114736.4%-12.0
Jeffry104640.0%-7.0
Goh73442.9%+11.0
Jacky61516.7%-27.4
Lau61516.7%-36.7
Pai660100.0%+56.2
Eileen54180.0%+22.9
Jean5050.0%-30.9
Lei Fei440100.0%+73.7
Vanessa42250.0%+15.0
El Blaze32166.7%+20.2
Sarah220100.0%+62.4
Taka2020.0%-40.9
Brad1010.0%-52.9

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

Full Fence27131448.1%-1.8
Low Fence24101441.7%+5.5
Half Fence1881044.4%+0.5
Single Wall167943.8%+3.1
Octagon136746.1%+5.2
Rectangle135838.5%-6.9
Breakable Half Fence102820.0%-23.5
Breakable Full Fence93633.3%-6.5
Open85362.5%+8.2
Full Fence and Open42250.0%+17.8

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls9041.1%44.8%-3.6
No walls4845.8%41.3%+4.6

Walls against open: -8.2 points (95% range -25.6 to +9.2), p 0.356 — 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

ありがとナス (Rank 22)2026/10/14330100.0%
bruce985283 (Rank 23)2026/10/1231233.3%
MAXマンピー (Rank 21)2026/10/11220100.0%
chimichama (Rank 21)2026/10/0276185.7%
ポーキーとともに (Rank 23)2026/09/3031233.3%
yasai (Rank 25)2026/09/292020.0%
ら族 (Rank 24)2026/09/2732166.7%
委員ちょ (Rank 21)2026/09/2231233.3%
kinoppy0126 (Rank 24)2026/09/1741325.0%
特攻隊長カゲ丸くん (Rank 21)2026/09/1421150.0%
neco (Rank 22)2026/09/1073442.9%
yagi[JP] (Rank 23)2026/09/0932166.7%
kkd8281 (Rank 21)2026/09/0231233.3%
Penoco (Rank 23)2026/08/31220100.0%
CHASER (Rank 23)2026/08/2853260.0%
M&E (Rank 21)2026/08/2532166.7%
やきそばん (Rank 21)2026/08/234040.0%
AiokometeZ (Rank 21)2026/08/2332166.7%
bellcharleel (Rank 22)2026/07/3042250.0%
potimaru1059 (Rank 23)2026/07/1631233.3%
tst634tst (Rank 25)2026/07/134040.0%
Gravastar (Rank 24)2026/06/243030.0%
hitokabe2003 (Rank 23)2026/06/2132166.7%
mmmm (Rank 24)2026/06/1631233.3%
SOLA (Rank 21)2026/06/1321150.0%

Round openings

Every character

evade up6711.6%
backdash into Senkyutai1K6611.5%
Banchu6P into Banchu Renkanshu6PP518.8%
backdash into guardG468.0%
backdash356.1%
evade up into Senkyutai1K315.4%
forward dash into guardG234.0%
backdash into Touku Rigou Bantaitetsu46K+G193.3%
Juchou Senshou8P+K132.3%
evade up into Juchou Senshou8P+K132.3%
forward dash into Senkyutai1K122.1%
evade down101.7%
evade down into Senkyutai1K101.7%
crouch into Senkyutai1K91.6%
guardG71.2%

79 further openings account for the other 164 rounds.

Counted from 143 of the 154 matches played. The rest were not pulled for openings.

Lion

Career
327–353 · 48.1%
This season
153 matches · 42.5%
Peak rank
24

First hit in 36.2% of 572 rounds. Won 51.7% of the rounds they struck first, 42.2% of the rounds they were struck first.

Significant Tells

  • Against Akira: evades first in 50.5% of rounds, against 25.4% against everyone else.
  • After opening the round before by evading: evades first in 43.6% of rounds, against 25.2% after anything else.
  • When behind: backs off first in 43.1% of rounds, against 30.5% when ahead or level.
  • In round 4 or later: opens with “6P Banchu into 6PP Banchu Renkanshu” in 15.0% of rounds, against 6.8% in their other rounds.
  • Against Shun: opens with “backdash into G guard” in 16.3% of rounds, against 7.3% against everyone else.
  • When behind: opens with “backdash into 1K Senkyutai” in 13.8% of rounds, against 5.9% when ahead or level.

How is this tested?

evade up6711.7%
backdash into Senkyutai1K6611.5%
Banchu6P into Banchu Renkanshu6PP518.9%
backdash into guardG468.0%
backdash356.1%
evade up into Senkyutai1K315.4%
forward dash into guardG234.0%
backdash into Touku Rigou Bantaitetsu46K+G193.3%
Juchou Senshou8P+K132.3%
evade up into Juchou Senshou8P+K132.3%
forward dash into Senkyutai1K122.1%
evade down101.8%
evade down into Senkyutai1K101.8%
crouch into Senkyutai1K91.6%
guardG71.2%

76 further openings account for the other 161 rounds.

Counted from 142 of the 153 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
Akira1–6 · 14%6–12 · 33%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.

11 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?

Brad

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Dtee Sawk Lang3P+KP133.3%
evade down into Spine Whip4P133.3%
punchP into Jab~High KickPK133.3%

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: 6 of 15 tests hold up
  • Brad: not tested (too few rounds)