VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

dorobonyanko

Career matches5,870
Career win rate50.1%
Round win rate48.4%
Peak rank35
Distinct opponents215
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1622 #1,211 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

Lion355,8702,9412,92950.1%

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

1,880 of 2,240 rounds counted

9.3 inputs a second (557 a minute) this season. Faster than 90% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion9.35571,880

By opponent's character

Akira9.6576178
Wolf9.6576138
Jacky9.7579143
Sarah9.0538159
Jean9.6576138
Brad9.2552110
Lau9.7581123
Lion9.1546111
Goh9.0541120
El Blaze8.752290
Jeffry9.556990
Aoi9.255380
Pai9.254991
Kage9.456579
Lei Fei8.853171
Shun9.154851
Eileen8.752238
Vanessa9.154432
Dural8.852928
Taka8.249310

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

Akira50252550.0%+1.4
Wolf44202445.5%-1.9
Jacky43222151.2%+1.9
Sarah43222151.2%+2.8
Jean38231560.5%+13.7
Brad35142140.0%-9.0
Lau35132237.1%-16.0
Lion35122334.3%-14.3
Goh31161551.6%+5.1
El Blaze28141450.0%+2.9
Jeffry28121642.9%-5.3
Aoi27171063.0%+13.5
Pai2718966.7%+17.9
Kage22101245.5%+1.7
Lei Fei22101245.5%-0.8
Shun1813572.2%+21.7
Eileen1321115.4%-39.0
Vanessa125741.7%-0.5
Dural74357.1%+14.0
Taka5050.0%-51.2

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.

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 Fence73373650.7%+1.6
Low Fence60273345.0%-3.1
Breakable Half Fence58292950.0%+2.1
Octagon58292950.0%+2.8
Single Wall56332358.9%+10.7
Breakable Full Fence50193138.0%-12.9
Rectangle50242648.0%+2.6
Full Fence44202445.5%-4.0
Open37181948.6%-0.8
Full Fence and Open31151648.4%+1.1

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
Walls33347.4%48.3%-0.9
No walls15351.0%48.7%+2.2

Walls against open: -3.1 points (95% range -12.8 to +6.6), p 0.533 — 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

nanami.madogiwa (Rank 35)2026/10/1775271.4%
インド人を右に (Rank 35)2026/10/1763350.0%
LSt_14 (Rank 33)2026/10/1675271.4%
お~ちゃん (Rank 33)2026/10/16103730.0%
Garuyan (Rank 30)2026/10/1673442.9%
クロサギ@はなちゃん (Rank 32)2026/10/1574357.1%
五寸釘くん (Rank 35)2026/10/1561516.7%
きよ丸 (Rank 35)2026/10/1463350.0%
jiwoonpk (Rank 31)2026/10/0975271.4%
都筑まもる君 (Rank 32)2026/10/0874357.1%
HAM (Rank 30)2026/10/0663350.0%
BANANA (Rank 30)2026/09/1663350.0%
ヘニオ (Rank 34)2026/09/1672528.6%
Light (Rank 31)2026/09/1096366.7%
ジャキる。 (Rank 31)2026/09/0274357.1%
ジークリオン (Rank 36)2026/08/0283537.5%
どっせ (Rank 36)2026/08/0263350.0%
アドリブ使い (Rank 33)2026/07/3064266.7%
黒シャツ (Rank 32)2026/07/1576185.7%
鳩男 (Rank 32)2026/07/04116554.5%
xu.simon29 (Rank 34)2026/07/0494544.4%
xXsoul-childXx (Rank 28)2026/07/0484450.0%
Dark (Rank 33)2026/06/1952340.0%
りゅうのすけ (Rank 31)2026/06/1153260.0%
jijitax4 (Rank 37)2026/05/2873442.9%

Round openings

Lion

Career
2,941–2,929 · 50.1%
This season
563 matches · 48.3%
Peak rank
35

First hit in 43.2% of 1,967 rounds. Won 51.1% of the rounds they struck first, 46.1% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 10.7% of rounds, against 4.9% in their other rounds.
  • Against Jeffry: backs off first in 61.2% of rounds, against 42.2% against everyone else.
  • After opening the round before by backing off: backs off first in 51.4% of rounds, against 43.9% after anything else.
  • After losing a round: backs off first in 52.2% of rounds, against 42.1% after winning one.
  • In round 1: opens with “throw escape” in 16.5% of rounds, against 5.3% in their other rounds.
  • Against Pai: opens with “backdash into 4K Sentai” in 15.5% of rounds, against 5.0% against everyone else.
  • After losing a round: opens with “backward movement into 6K+G Tenshin Ryou'inkyaku” in 10.2% of rounds, against 4.9% after winning one.
  • When behind: opens with “backward movement into 6K+G Tenshin Ryou'inkyaku” in 9.8% of rounds, against 4.6% when ahead or level.

How is this tested?

throw escape1618.1%
backward movement into Tenshin Ryou'inkyaku6K+G1155.8%
backdash into Sentai4K1135.7%
crouch dash back into Taizan Soukoushu4P+K944.7%
crouch dash forward into throw escape914.5%
Touku Rigou Bantaitetsu46K+G into forward movement572.9%
backdash into In'you4P532.6%
backward movement into Honsui3P+K522.6%
forward movement into Koushu RensuiPP522.6%
evade down into Honsui3P+K442.2%
Sentai4K into HakotsushuP+K+G402.0%
guardG into throw escape402.0%
backward movement into forward punch+kick6P+K371.9%
Honsui3P+K into forward movement351.8%
backdash into Dantai3K341.7%

267 further openings account for the other 982 rounds.

Counted from 496 of the 563 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
Sarah14–12 · 54%4–5 · 44%too few to test
Akira10–15 · 40%8–5 · 62%too few to test
Jacky7–10 · 41%9–9 · 50%too few to test
Wolf12–15 · 44%4–2 · 67%too few to test
Lion5–12 · 29%6–9 · 40%too few to test
Brad7–11 · 39%6–6 · 50%too few to test
Jean14–6 · 70%3–5 · 38%too few to test
Goh12–10 · 55%1–4 · 20%too few to test
El Blaze6–10 · 38%3–1 · 75%too few to test
Pai14–4 · 78%2–3 · 40%too few to test
Lau7–9 · 44%2–6 · 25%too few to test
Jeffry9–9 · 50%2–1 · 67%too few to test
Lei Fei5–5 · 50%3–3 · 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.

67 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 (16 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 16 tests hold up