VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lion

ジギースターダスト

  • Taka
Career matches901
Career win rate56.8%
Round win rate47.0%
Peak rank30
Distinct opponents49
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1523 #1,856 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

Lion3068736732053.4%
Taka292141456967.8%

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

287 of 287 rounds counted

7.0 inputs a second (419 a minute) this season. Faster than 46% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.2435173
Taka6.6396114

By opponent's character

Aoi7.142750
Akira6.941527
Brad7.042031
Jacky6.941228
Pai7.746219
Sarah6.237521
Wolf6.539120
Jean7.042013
Kage6.841013
Lei Fei6.639411
Lion8.148613
Shun7.545111
Goh6.740110
Jeffry7.14268
Dural7.64563
Lau6.94125
Vanessa7.24314

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

Aoi126650.0%+5.7
Akira72528.6%-12.6
Brad72528.6%-10.1
Jacky74357.1%+17.8
Pai52340.0%+1.0
Sarah51420.0%-19.3
Wolf54180.0%+37.2
Jean330100.0%+56.6
Kage31233.3%-18.9
Lei Fei31233.3%-23.7
Lion31233.3%-13.5
Shun31233.3%-4.3
Goh21150.0%+9.7
Jeffry21150.0%-2.8
Dural1010.0%-38.2
Lau1010.0%-37.6
Vanessa1010.0%-42.7

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

Rectangle114736.4%-0.9
Single Wall115645.5%+2.0
Low Fence96366.7%+16.6
Breakable Half Fence82625.0%-15.5
Octagon74357.1%+13.1
Breakable Full Fence62433.3%-3.3
Full Fence and Open62433.3%-6.2
Full Fence41325.0%-16.8
Half Fence42250.0%+2.3
Open110100.0%+49.3

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
Walls4037.5%40.2%-2.7
No walls2157.1%47.7%+9.4

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

けつ毛バーガーking (Rank 26)2026/10/0931233.3%
DON1031 (Rank 27)2026/10/09220100.0%
ma.ya2013 (Rank 28)2026/08/2342250.0%
A56-7W (Rank 27)2026/08/231010.0%
MAR-KUN888 (Rank 31)2026/06/151010.0%
SHUSHUSHU (Rank 29)2026/05/28110100.0%
ketubat (Rank 27)2026/05/2821150.0%
五寸釘くん (Rank 33)2026/05/2821150.0%
金田一の少年 (Rank 26)2026/05/2621150.0%
Light (Rank 27)2026/05/26220100.0%
******** (Rank 30)2026/05/262020.0%
HIGE (Rank 31)2026/05/261010.0%
JISERU (Rank 31)2026/05/2521150.0%
fazz00r (Rank 26)2026/05/2321150.0%
ほーげつ (Rank 27)2026/05/2321150.0%
kamomessyu-5 (Rank 29)2026/05/221010.0%
arafif-50 (Rank 30)2026/05/22110100.0%
moppeso (Rank 27)2026/05/2231233.3%
YEE0106 (Rank 32)2026/05/212020.0%
ぶる~す・ぴぃ~ (Rank 27)2026/05/211010.0%
Leaping-Lizzy11 (Rank 30)2026/05/2121150.0%
アドリブ使い (Rank 33)2026/05/212020.0%
ひざくん☆中能登VF部 (Rank 30)2026/05/1821150.0%
イチゲン (Rank 27)2026/05/181010.0%
fly_taster22 (Rank 32)2026/05/1821150.0%

Round openings

Every character

forward movement into punchP3613.4%
backdash into evade down238.6%
backdash into Senshippo66P166.0%
Ryusei Renkoushu46P+KP into Rensansui Banchu46P+KPP155.6%
backdash into Kachi'age33P+K134.8%
evade up into Kachi'age33P+K124.5%
backdash into throwP+G103.7%
backdash into Kishitsu Kasensou43P72.6%
backward movement into forward punch+kick6P+K72.6%
backdash into back kick+guard4K+G62.2%
evade down62.2%
backdash into Souji SenpuP+K41.5%
backdash into guardG41.5%
evade up into Kishitsu Kasensou43P41.5%
evade up into Senkyutai1K41.5%

74 further openings account for the other 101 rounds.

Counted from 65 of the 70 matches played. The rest were not pulled for openings.

Lion

Career
367–320 · 53.4%
This season
42 matches · 30.9%
Peak rank
30

First hit in 55.8% of 154 rounds. Won 48.8% of the rounds they struck first, 25.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Senshippo66P1610.4%
forward movement into punchP1610.4%
Ryusei Renkoushu46P+KP into Rensansui Banchu46P+KPP159.7%
backdash into evade down138.4%
backdash into Kishitsu Kasensou43P74.5%
backward movement into forward punch+kick6P+K74.5%
backdash into back kick+guard4K+G63.9%
backdash into Souji SenpuP+K42.6%
backdash into guardG42.6%
evade up into Kishitsu Kasensou43P42.6%
evade up into Senkyutai1K42.6%
Senkyutai1K31.9%
evade down31.9%
evade up into Sen'inshou3P31.9%
backdash21.3%

37 further openings account for the other 47 rounds.

Counted from 37 of the 42 matches played. The rest were not pulled for openings.

Taka

Career
145–69 · 67.8%
This season
28 matches · 60.7%
Peak rank
29

First hit in 39.8% of 113 rounds. Won 64.4% of the rounds they struck first, 52.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP2017.5%
backdash into Kachi'age33P+K1311.4%
evade up into Kachi'age33P+K1210.5%
backdash into evade down108.8%
backdash into throwP+G87.0%
backdash into Morotezuki66P32.6%
evade down32.6%
evade down into Kachi'age33P+K32.6%
backdash into kickK21.8%
evade down into Kumoyaburi4P+K21.8%
evade up into Gozou Kehataki4KP21.8%
evade up into Ten'yaburi4P+KP21.8%
evade up into evade down21.8%
evade up into guardG21.8%
Chu Tsuppari6P+K into backward movement10.9%

29 further openings account for the other 29 rounds.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Lion: not tested (too few rounds)
  • Taka: not tested (too few rounds)