VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

kouchant0051

Career matches3,390
Career win rate41.5%
Round win rate46.4%
Peak rank25
Distinct opponents384
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1330 #3,006 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

Lion253,3901,4051,98541.5%

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

3,125 of 4,165 rounds counted

6.7 inputs a second (404 a minute) this season. Faster than 38% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion6.74043,125

By opponent's character

Akira6.7403441
Jacky6.5393280
Wolf7.2433232
Aoi6.9414228
Sarah6.5389222
Lion6.7403178
Kage6.6398213
Jeffry7.0420168
Pai6.9412158
El Blaze6.6396160
Lau6.7401127
Goh7.3439108
Vanessa6.7402121
Shun6.6395101
Lei Fei6.3376111
Eileen6.538897
Brad6.538766
Jean6.538961
Taka6.941253

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

Akira141618043.3%-2.0
Jacky102574555.9%+11.3
Wolf82255730.5%-4.7
Aoi76383850.0%+4.7
Sarah72314143.1%-0.2
Lion69353450.7%+2.6
Kage64184628.1%-11.8
Jeffry55262947.3%+4.2
Pai55253045.5%+6.3
El Blaze49202940.8%-1.8
Lau47212644.7%+0.3
Goh39211853.9%+6.5
Vanessa39122730.8%-12.0
Shun33181554.5%+9.5
Lei Fei32122037.5%-3.4
Eileen27101737.0%-7.0
Brad2271531.8%-10.9
Jean2171433.3%-9.1
Taka1991047.4%+2.6
Dural3030.0%-44.2

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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

Full Fence122428034.4%-9.9
Low Fence115556047.8%+4.8
Single Wall112446839.3%-4.8
Half Fence111585352.2%+9.0
Breakable Half Fence105475844.8%+2.8
Breakable Full Fence104455943.3%-0.5
Octagon102346833.3%-12.1
Open98465246.9%+5.0
Rectangle83374644.6%+2.6
Full Fence and Open43232053.5%+15.1

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
Walls62741.9%43.3%-1.4
No walls32544.6%43.2%+1.4

Walls against open: -2.8 points (95% range -9.7 to +4.1), p 0.426 — 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

ttfour@サラしかできないw (Rank 21)2026/10/121441028.6%
K.K.カブキモノ (Rank 23)2026/10/12103730.0%
cjnholife (Rank 24)2026/10/1271614.3%
VF (Rank 21)2026/10/12116554.5%
jqy911 (Rank 22)2026/10/1294544.4%
haohwhite (Rank 23)2026/10/1285362.5%
makoto.qo.op (Rank 21)2026/10/1197277.8%
nagare004 (Rank 23)2026/10/1173442.9%
horahukin-DRZ (Rank 25)2026/10/11111109.1%
moga_moga24 (Rank 25)2026/10/1183537.5%
トローリロートル (Rank 25)2026/10/1185362.5%
nasca-32 (Rank 24)2026/10/0473442.9%
たかティン (Rank 22)2026/09/14119281.8%
まめぱぱ (Rank 23)2026/09/1484450.0%
委員ちょ (Rank 21)2026/09/14770100.0%
ORENGE_12$ (Rank 23)2026/09/1494544.4%
はれんちぶるどっく (Rank 21)2026/09/1485362.5%
umintyu-99 (Rank 21)2026/09/1295455.6%
RX-7FD3S-Type-RS (Rank 24)2026/09/1271614.3%
ASSERT(m_pThink); (Rank 22)2026/09/1293633.3%
dalmax72 (Rank 23)2026/06/051710758.8%
rihoppe79 (Rank 21)2026/06/05101910.0%
格雷希欧 (Rank 24)2026/06/0583537.5%
golden_r634 (Rank 21)2026/05/2496366.7%
moreru (Rank 22)2026/05/2195455.6%

Round openings

Lion

Career
1,405–1,985 · 41.5%
This season
1,047 matches · 43.3%
Peak rank
25

First hit in 51.3% of 3,277 rounds. Won 48.3% of the rounds they struck first, 41.7% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 59.8% of rounds, against 45.6% in their other rounds.
  • Against Goh: backs off first in 71.9% of rounds, against 48.1% against everyone else.
  • After opening the round before by attacking: attacks straight away in 35.3% of rounds, against 26.8% after anything else.
  • After winning a round: waits first in 11.3% of rounds, against 7.2% after losing one.
  • In round 1: opens with “backdash into G guard” in 11.2% of rounds, against 4.6% in their other rounds.
  • Against Jacky: opens with “backdash into G guard” in 14.8% of rounds, against 5.4% against everyone else.
  • After opening the round before with “backdash into P+K Souji Senpu”: opens with “backdash into P+K Souji Senpu” in 16.8% of rounds, against 4.1% after anything else.

How is this tested?

backdash into guardG2076.2%
punchP into Koushu RensuiPP1715.2%
backdash into Souji SenpuP+K1424.3%
backdash1414.3%
backdash into Kishitsu Kasensou43P1283.9%
backdash into Senshippo66P1263.8%
evade up1113.4%
In'you4P into Ni In'you4PP993.0%
backdash into evade down993.0%
crouch into Rakugekishou3PP872.6%
backdash into Touku Rigou Bantaitetsu46K+G852.6%
guardG762.3%
punchP into Touho Soushu2P+K652.0%
evade up into Rakugekishou3PP641.9%
punchP631.9%

268 further openings account for the other 1,648 rounds.

Counted from 829 of the 1,047 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
Akira25–38 · 40%9–20 · 31%too few to test
Wolf15–32 · 32%7–17 · 29%too few to test
Jacky26–19 · 58%13–14 · 48%too few to test
Aoi18–20 · 47%12–4 · 75%too few to test
Sarah13–20 · 39%10–10 · 50%too few to test
Lion13–14 · 48%10–7 · 59%too few to test
Jeffry17–19 · 47%4–6 · 40%too few to test
Kage6–25 · 19%4–8 · 33%too few to test
El Blaze7–12 · 37%5–11 · 31%too few to test
Lau6–7 · 46%10–11 · 48%too few to test
Pai7–13 · 35%6–6 · 50%too few to test
Goh10–11 · 48%9–4 · 69%too few to test
Lei Fei4–12 · 25%5–5 · 50%too few to test
Vanessa6–12 · 33%2–7 · 22%too few to test
Shun7–6 · 54%5–1 · 83%too few to test
Eileen2–11 · 15%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.

218 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: 7 of 16 tests hold up