VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

gucchi_1222

  • Akira
Career matches8,820
Career win rate53.6%
Round win rate49.9%
Peak rank43
Distinct opponents237
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1834 #273 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

Lion435,6413,1412,50055.7%
Akira393,1791,5861,59349.9%

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

3,931 of 4,976 rounds counted

10.1 inputs a second (609 a minute) this season. Faster than 96% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira10.26111,982
Lion10.16061,949

By opponent's character

Akira10.5628322
Lau10.2615361
Brad9.9592316
Jacky10.3621336
Kage10.1606354
Lion10.3618274
Vanessa9.9595230
Wolf10.3616214
Jeffry9.9597202
Shun10.1607174
Pai10.2613145
Goh10.3616190
Taka10.0598146
Eileen9.9594149
Sarah10.1604110
El Blaze10.3616113
Jean10.261287
Aoi9.959379
Lei Fei10.160770
Dural9.758159

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

Akira127666152.0%+2.2
Lau107505746.7%-6.1
Brad100505050.0%+0.7
Jacky98554356.1%+9.2
Kage98613762.2%+13.3
Lion78423653.9%+0.7
Vanessa75294638.7%-9.8
Wolf69274239.1%-9.2
Jeffry65372856.9%+4.4
Shun57322556.1%+5.3
Pai49292059.2%+8.3
Goh47242351.1%-2.9
Taka41182343.9%-3.3
Eileen36152141.7%-11.3
Sarah36201655.6%+6.5
El Blaze34151944.1%-3.3
Jean34161847.1%-9.4
Aoi29111837.9%-9.9
Lei Fei26111542.3%-6.3
Dural145935.7%-12.7

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Rectangle142766653.5%+4.5
Octagon140815957.9%+7.4
Half Fence137647346.7%-2.8
Full Fence130636748.5%-1.2
Single Wall130636748.5%-1.9
Open124586646.8%-4.1
Breakable Full Fence117546346.1%-6.3
Low Fence105535250.5%+0.3
Breakable Half Fence88484054.5%+5.2
Full Fence and Open54282651.9%+2.3

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
Walls75451.2%50.2%+1.0
No walls35948.5%50.3%-1.8

Walls against open: +2.8 points (95% range -3.5 to +9.1), p 0.379 — 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

cyomiko (Rank 41)2026/09/09169756.2%
黒幕 (Rank 41)2026/09/021551033.3%
jinmenusagi (Rank 42)2026/08/2831171454.8%
P式截拳道こくとう (Rank 41)2026/08/28158753.3%
こんにちわアキラ (Rank 43)2026/08/28147750.0%
manatsu_7 (Rank 42)2026/08/281221016.7%
シエロJ (Rank 42)2026/08/051551033.3%
ひかる (Rank 40)2026/07/29147750.0%
デネ (Rank 41)2026/07/291813572.2%
めがじぇね (Rank 41)2026/07/252281436.4%
モブ太郎 (Rank 41)2026/07/251761135.3%
Aki (Rank 42)2026/07/251911857.9%
VIPism『稲庭飯』 (Rank 41)2026/07/24147750.0%
『ρε』.α (Rank 41)2026/07/232271531.8%
ミスプロ狼@tenrishoko (Rank 40)2026/07/161441028.6%
愛蒔らぶり (Rank 41)2026/07/161871138.9%
spacex_falcon_heavy (Rank 41)2026/07/102214863.6%
kagesada (Rank 42)2026/07/05123925.0%
指無しライダー (Rank 42)2026/07/052451920.8%
監守 (Rank 41)2026/07/051711664.7%
おかし (Rank 42)2026/07/042191242.9%
昆虫ちゃん (Rank 40)2026/06/28116554.5%
CrossGorgonzola (Rank 42)2026/06/25147750.0%
Tokkovanessa_VF (Rank 41)2026/06/20147750.0%
expensive-sand (Rank 39)2026/06/20137653.9%

Round openings

Every character

forward movement into punchP3166.3%
Rimon Chouchu66P into Jouho Touken6P2845.7%
backdash into evade up2705.4%
backdash into evade down2394.8%
Katousui2P2244.5%
forward dash into Jouho Touken6P2024.1%
Banchu6P1683.4%
Housui2P into forward dash1432.9%
Housui2P1342.7%
guardG into evade down1232.5%
backdash into Jouho Senshou46P1052.1%
Juchou Senshou8P+K831.7%
punchP831.7%
backdash into guardG641.3%
punchP into forward dash631.3%

409 further openings account for the other 2,479 rounds.

Counted from 1,219 of the 1,220 matches played. The rest were not pulled for openings.

Akira

Career
1,586–1,593 · 49.9%
This season
645 matches · 47.8%
Peak rank
39

First hit in 54.2% of 2,620 rounds. Won 50.4% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 19.8% of rounds, against 8.5% in their other rounds.
  • Against Vanessa: moves in first in 31.4% of rounds, against 15.2% against everyone else.
  • After losing a round: waits first in 10.3% of rounds, against 6.4% after winning one.
  • Against a Shun on 1+ drinks: backs off first in 32.3% of rounds, against 6.4% against a Shun on other counts.
  • In round 1: opens with “backdash into evade down” in 9.9% of rounds, against 4.8% in their other rounds.
  • Against Taka: opens with “backdash into evade down” in 19.0% of rounds, against 5.7% against everyone else.
  • After opening the round before with “66P Rimon Chouchu into 6P Jouho Touken”: opens with “backdash into evade down” in 9.7% of rounds, against 4.2% after anything else.

How is this tested?

Rimon Chouchu66P into Jouho Touken6P28410.7%
forward dash into Jouho Touken6P2027.6%
backdash into evade up1656.2%
backdash into evade down1596.0%
Housui2P into forward dash1435.4%
Housui2P1345.1%
backdash into Jouho Senshou46P1054.0%
guardG into evade down722.7%
forward movement into punchP652.5%
punchP into forward dash582.2%
Rimon Chouchu66P431.6%
guardG into Rimon Chouchu66P431.6%
crouch dash back into Jouho Touken6P401.5%
backdash into guardG391.5%
evade down into Jouho Touken6P391.5%

195 further openings account for the other 1,053 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira23–20 · 53%5–8 · 38%too few to test
Jacky19–20 · 49%14–5 · 74%too few to test
Kage25–16 · 61%8–8 · 50%too few to test
Vanessa10–19 · 34%6–9 · 40%too few to test
Jeffry14–13 · 52%6–5 · 55%too few to test
Wolf9–25 · 26%2–5 · 29%too few to test
Lau11–17 · 39%1–6 · 14%too few to test
Lion6–12 · 33%7–6 · 54%too few to test
Shun8–8 · 50%6–12 · 33%too few to test
Brad8–7 · 53%7–3 · 70%too few to test
Pai9–5 · 64%9–7 · 56%too few to test
Goh6–6 · 50%6–3 · 67%too few to test
Sarah8–7 · 53%0–6 · 0%too few to test
Aoi4–9 · 31%4–4 · 50%too few to test
El Blaze8–9 · 47%1–2 · 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.

How is this tested?

Lion

Career
3,141–2,500 · 55.7%
This season
575 matches · 53.0%
Peak rank
43

First hit in 55.6% of 2,325 rounds. Won 53.8% of the rounds they struck first, 48.1% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 28.4% of rounds, against 14.2% in their other rounds.
  • Against Shun: evades first in 15.5% of rounds, against 4.7% against everyone else.
  • After winning a round: attacks straight away in 48.7% of rounds, against 35.9% after losing one.
  • When ahead: attacks straight away in 48.3% of rounds, against 38.8% when level or behind.
  • In round 3: opens with “6P Banchu” in 10.9% of rounds, against 6.0% in their other rounds.
  • Against Jacky: opens with “backdash into evade up” in 9.8% of rounds, against 4.1% against everyone else.
  • After winning a round: opens with “6P Banchu” in 12.8% of rounds, against 4.2% after losing one.
  • When ahead: opens with “6P Banchu” in 13.9% of rounds, against 6.1% when level or behind.

How is this tested?

forward movement into punchP25110.7%
Katousui2P2249.6%
Banchu6P1687.2%
backdash into evade up1054.5%
Juchou Senshou8P+K833.5%
backdash into evade down803.4%
punchP582.5%
crouch into Dantai3K512.2%
guardG into evade down512.2%
backdash into Dantai3K482.0%
crouch into Katousui2P381.6%
In'you Ousoutsui41236P+K into forward movement361.5%
guardG into Senputai8K341.5%
Shicchi Soutai3K+G321.4%
punchP into kickK311.3%

248 further openings account for the other 1,046 rounds.

Counted from 574 of the 575 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
Brad25–26 · 49%6–10 · 38%too few to test
Lau20–18 · 53%12–12 · 50%too few to test
Akira23–21 · 52%9–4 · 69%too few to test
Lion25–11 · 69%1–4 · 20%too few to test
Kage17–8 · 68%7–2 · 78%too few to test
Jacky13–10 · 57%4–5 · 44%too few to test
Eileen8–7 · 53%4–8 · 33%too few to test
Taka4–5 · 44%5–6 · 45%too few to test
Vanessa6–7 · 46%4–5 · 44%too few to test
Wolf6–8 · 43%5–2 · 71%too few to test
Goh7–8 · 47%3–3 · 50%too few to test
Shun8–3 · 73%6–1 · 86%too few to test
Jeffry8–4 · 67%6–3 · 67%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.

1 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 (33 here; about 1.7 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

  • Akira: 7 of 17 tests hold up
  • Lion: 8 of 16 tests hold up