VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

MashPotatoTower

  • Goh
Career matches3,851
Career win rate49.5%
Round win rate50.6%
Peak rank30
Distinct opponents169
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1442 #2,400 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

Lion303,8311,9031,92849.7%
Goh212041620.0%

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

4,024 of 4,024 rounds counted

7.8 inputs a second (466 a minute) this season. Faster than 66% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.84663,946
Goh7.645578

By opponent's character

Sarah7.7463747
Shun8.1484376
Lei Fei7.8466373
Pai7.8466295
Goh7.6456288
Jacky7.8470266
Aoi7.8465204
Lau7.5450199
Brad7.8470175
Akira7.7464172
Jeffry7.9474173
Kage7.8465138
Wolf7.9476134
El Blaze7.6458123
Lion7.6456101
Vanessa7.344099
Eileen7.645970
Jean7.846863
Taka8.047720
Dural7.44438

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

Sarah1939010346.6%+0.9
Shun101524951.5%+0.2
Lei Fei91444748.4%-0.8
Pai76383850.0%+1.1
Goh70323845.7%-3.0
Jacky69274239.1%-15.5
Aoi51321962.8%+13.6
Lau49173234.7%-11.3
Brad45252055.6%+7.2
Akira44261859.1%-0.1
Jeffry42231954.8%+7.5
Kage3628877.8%+18.9
Wolf34112332.4%-12.6
El Blaze32191359.4%+1.2
Lion26141253.9%+11.9
Vanessa2591636.0%-9.2
Eileen189950.0%-3.1
Jean1713476.5%+14.3
Taka5050.0%-47.2
Dural21150.0%-15.6

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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

Open121715058.7%+11.4
Low Fence115516444.4%-4.2
Rectangle111575451.4%-1.1
Full Fence106545250.9%+0.9
Half Fence103594457.3%+6.2
Breakable Half Fence94514354.3%+4.6
Single Wall94494552.1%+2.3
Breakable Full Fence88414746.6%-1.6
Octagon87305734.5%-13.1
Full Fence and Open48173135.4%-17.7

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
Walls58949.6%50.0%-0.4
No walls33051.8%48.8%+3.0

Walls against open: -3.4 points (95% range -9.6 to +2.9), p 0.287 — 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

ulilb1ckard (Rank 26)2026/10/17137653.9%
無謀 (Rank 36)2026/10/171221016.7%
ChilePiquín (Rank 30)2026/10/17125741.7%
rich.tapestry (Rank 30)2026/10/161910952.6%
GamesoftRobo (Rank 28)2026/10/16167943.8%
PeliaDoorKarazteco (Rank 30)2026/10/15168850.0%
Mr_LoverMan85 (Rank 27)2026/10/1524111345.8%
Kungfuhustle99 (Rank 29)2026/10/1543212248.8%
H.P.Starcraft (Rank 29)2026/10/1545172837.8%
Jiikae (Rank 32)2026/10/142481633.3%
Prinny (Rank 28)2026/10/1028101835.7%
Sevensided253 (Rank 32)2026/10/0727121544.4%
DatDemo (Rank 28)2026/10/072291340.9%
OmegaBankai (Rank 30)2026/10/0754223240.7%
LilLag808 (Rank 28)2026/10/041221016.7%
CraftierNut (Rank 29)2026/10/041751229.4%
fivey70 (Rank 27)2026/10/03159660.0%
BxrbieeGutz (Rank 25)2026/09/30117463.6%
LuBuMBX (Rank 28)2026/09/29105550.0%
Gold---Mole (Rank 28)2026/09/28126650.0%
DDRMONKEY (Rank 26)2026/09/2620101050.0%
VengefulVizzini (Rank 26)2026/09/18115645.5%
AquariaVerse (Rank 26)2026/09/151410471.4%
Wodin (Rank 29)2026/09/1348202841.7%
johncha (Rank 21)2026/09/07128466.7%

Round openings

Lion

Career
1,903–1,928 · 49.7%
This season
1,005 matches · 50.4%
Peak rank
30

First hit in 42.1% of 3,388 rounds. Won 53.2% of the rounds they struck first, 49.9% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 19.5% of rounds, against 15.4% in their other rounds.
  • Against Shun: attacks straight away in 44.8% of rounds, against 31.7% against everyone else.
  • On Breakable Half Fence stages: evades first in 31.3% of rounds, against 23.9% on the other stages.
  • After opening the round before by attacking: attacks straight away in 39.4% of rounds, against 28.6% after anything else.
  • After losing a round: backs off first in 30.1% of rounds, against 20.6% after winning one.
  • When behind: backs off first in 31.4% of rounds, against 21.9% when ahead or level.
  • After landing the first hit of the round before: attacks straight away in 36.2% of rounds, against 29.3% after being hit first.
  • In round 1: opens with “backward movement into 1K Senkyutai” in 8.1% of rounds, against 3.8% in their other rounds.
  • Against Shun: opens with “8K Senputai into 8KK Katoutai” in 29.9% of rounds, against 2.7% against everyone else.
  • After opening the round before with “8K Senputai into 8KK Katoutai”: opens with “8K Senputai into 8KK Katoutai” in 26.8% of rounds, against 3.6% after anything else.
  • After winning a round: opens with “crouch into 1K Senkyutai” in 14.5% of rounds, against 10.4% after losing one.
  • When ahead: opens with “1K Senkyutai” in 6.1% of rounds, against 3.8% when level or behind.

How is this tested?

crouch into Senkyutai1K47213.9%
evade up2547.5%
Senputai8K into Katoutai8KK1865.5%
Senkyutai1K1775.2%
backward movement into Senkyutai1K1664.9%
Senputai8K1504.4%
evade up into Senshippo66P1354.0%
backward movement into guardG752.2%
Sentai4K into Sentai Shumen4KP732.1%
punchP into Koushu RensuiPP641.9%
backward movement into backdash581.7%
backward movement into forward punch+kick6P+K571.7%
Banchu6P into Banchu Renkanshu6PP551.6%
evade up into backdash481.4%
crouch dash back into Tanhikyaku46K471.4%

263 further openings account for the other 1,384 rounds.

Counted from 872 of the 1,005 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
Sarah47–49 · 49%27–37 · 42%too few to test
Shun31–27 · 53%12–10 · 55%too few to test
Lei Fei21–24 · 47%12–13 · 48%too few to test
Pai20–19 · 51%12–5 · 71%too few to test
Jacky11–22 · 33%12–7 · 63%too few to test
Goh17–18 · 49%5–8 · 38%too few to test
Aoi19–10 · 66%8–3 · 73%too few to test
Akira12–8 · 60%8–5 · 62%too few to test
Brad5–10 · 33%10–6 · 62%too few to test
Kage14–3 · 82%10–3 · 77%too few to test
Jeffry12–11 · 52%4–3 · 57%too few to test
Lau6–13 · 32%4–7 · 36%too few to test
Wolf8–15 · 35%2–2 · 50%too few to test
El Blaze16–9 · 64%2–2 · 50%too few to test
Lion6–4 · 60%6–3 · 67%too few to test
Vanessa4–11 · 27%2–2 · 50%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.

133 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?

Not counted here: Goh. Their matches were not pulled for openings.

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 (18 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 18 tests hold up