VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

isami_133-22

Career matches4,503
Career win rate47.5%
Round win rate48.0%
Peak rank28
Distinct opponents162
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1365 #2,843 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

Lion284,5032,1372,36647.5%

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

1,541 of 1,808 rounds counted

8.1 inputs a second (488 a minute) this season. Faster than 74% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion8.14881,541

By opponent's character

Akira8.3500293
Wolf8.4506171
Aoi7.7462146
Sarah8.2495107
Jacky7.8468113
Pai8.2493114
El Blaze8.148899
Jean8.148466
Goh8.249068
Kage8.148454
Lei Fei8.349765
Jeffry8.048045
Taka8.852643
Shun7.746044
Eileen7.544820
Vanessa7.947239
Lion8.048132
Brad7.84687
Dural7.64545
Lau8.249210

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

Akira82384446.3%+6.3
Wolf51193237.2%-6.5
Aoi50222844.0%-5.4
Sarah34122235.3%-12.6
Jacky32131940.6%-7.7
Pai31161551.6%+2.5
El Blaze27151255.6%+2.4
Jean2012860.0%+20.8
Goh1811761.1%+16.1
Kage1661037.5%-12.3
Lei Fei1651131.2%-12.8
Jeffry139469.2%+21.0
Taka135838.5%-10.7
Shun127558.3%+17.4
Eileen117463.6%+19.8
Vanessa104640.0%-5.7
Lion74357.1%+11.1
Brad51420.0%-14.8
Dural3030.0%-33.6
Lau31233.3%-25.8

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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

Open62243838.7%-7.9
Half Fence56253144.6%-2.5
Breakable Half Fence49222744.9%+1.5
Octagon46212545.6%-1.1
Rectangle45212446.7%+0.9
Full Fence44222250.0%+8.6
Single Wall39192048.7%+6.9
Breakable Full Fence36171947.2%-3.3
Low Fence36142238.9%-7.5
Full Fence and Open168850.0%+3.6

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
Walls27646.4%45.8%+0.6
No walls13741.6%44.7%-3.1

Walls against open: +3.7 points (95% range -6.4 to +13.9), p 0.471 — 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

manekinecogames (Rank 23)2026/10/1851420.0%
HIROCHILL (Rank 29)2026/09/2463350.0%
ちょいそる (Rank 28)2026/09/1563350.0%
orz (Rank 30)2026/09/15124833.3%
失礼!スマッシュ☆彡 (Rank 27)2026/09/14115645.5%
☆瞳氷☆ (Rank 24)2026/09/1487187.5%
鳩男 (Rank 29)2026/09/1261516.7%
Recordingthematch (Rank 24)2026/09/0853260.0%
be-shedded (Rank 29)2026/09/08178947.1%
HavocWingPLZG (Rank 24)2026/09/0852340.0%
vaqua (Rank 27)2026/09/08116554.5%
yasai (Rank 23)2026/09/0354180.0%
hahaha (Rank 28)2026/09/0351420.0%
gimoring (Rank 27)2026/08/306060.0%
青山@はなちゃん (Rank 29)2026/08/25103730.0%
wcc6181 (Rank 27)2026/08/2573442.9%
CELIS (Rank 28)2026/08/21108280.0%
紫荆一头牛 (Rank 25)2026/08/1852340.0%
BANANA (Rank 30)2026/08/0371614.3%
ゅろぽ (Rank 25)2026/08/0352340.0%
イチゲン (Rank 29)2026/07/2251420.0%
m01ch1 (Rank 27)2026/07/2051420.0%
dalmax72 (Rank 26)2026/07/20159660.0%
TERA (Rank 26)2026/07/1451420.0%
トマト牛乳♪ (Rank 28)2026/07/0651420.0%

Round openings

Lion

Career
2,137–2,366 · 47.5%
This season
454 matches · 45.6%
Peak rank
28

First hit in 47.6% of 1,781 rounds. Won 51.2% of the rounds they struck first, 44.8% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 24.4% of rounds, against 14.2% in their other rounds.
  • Against Sarah: backs off first in 46.8% of rounds, against 21.4% against everyone else.
  • After opening the round before by backing off: backs off first in 33.2% of rounds, against 16.8% after anything else.
  • After winning a round: attacks straight away in 23.5% of rounds, against 14.6% after losing one.
  • In round 4 or later: opens with “P punch into PP Koushu Rensui” in 5.6% of rounds, against 1.9% in their other rounds.
  • Against Aoi: opens with “G guard” in 11.4% of rounds, against 2.3% against everyone else.

How is this tested?

guardG593.3%
evade up into crouch dash back502.8%
punchP into Koushu RensuiPP502.8%
evade down into backdash492.7%
guardG into evade down452.5%
backdash into evade down432.4%
evade up into Senkyutai1K412.3%
backdash into Sentai4K362.0%
evade down into Senkyutai1K362.0%
evade up into evade down362.0%
evade up into backdash331.8%
evade up321.8%
evade down into guardG311.7%
evade down into crouch dash back291.6%
guardG into throw escape281.6%

314 further openings account for the other 1,194 rounds.

Counted from 448 of the 454 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
Akira26–19 · 58%10–22 · 31%+24.4
Wolf13–26 · 33%6–6 · 50%too few to test
Aoi13–15 · 46%7–10 · 41%too few to test
Sarah4–14 · 22%6–8 · 43%too few to test
Jacky8–10 · 44%5–6 · 45%too few to test
El Blaze13–9 · 59%1–3 · 25%too few to test
Pai2–6 · 25%7–7 · 50%too few to test
Jean6–4 · 60%2–2 · 50%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

6 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: 6 of 16 tests hold up