VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

telling_hotel23

Career matches765
Career win rate51.5%
Round win rate49.0%
Peak rank26
Distinct opponents50
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1337 #2,983 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

Lion2676539437151.5%

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

342 of 367 rounds counted

8.6 inputs a second (515 a minute) this season. Faster than 81% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion8.6515342

By opponent's character

Wolf8.349952
Jacky9.255147
Akira8.852537
Pai8.651841
Jeffry8.752235
Kage7.947624
Goh8.349613
Lei Fei8.953415
Vanessa8.450619
Shun8.551216
Aoi7.64555
El Blaze7.243212
Lau9.45669
Sarah8.24927
Dural8.75235
Eileen9.75795

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

Wolf135838.5%-2.3
Jacky127558.3%+9.8
Akira107370.0%+30.1
Pai104640.0%-17.8
Jeffry95455.6%+12.1
Kage62433.3%-16.7
Goh52340.0%-21.2
Lei Fei53260.0%+10.2
Vanessa51420.0%-21.0
Shun42250.0%+13.9
Aoi31233.3%-18.1
El Blaze3030.0%-50.1
Lau330100.0%+39.5
Sarah2020.0%-87.2
Brad110100.0%+88.9
Dural1010.0%-84.2
Eileen110100.0%+63.3
Jean110100.0%+49.8
Taka110100.0%+45.3

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

Breakable Half Fence148657.1%+21.0
Low Fence135838.5%-8.2
Rectangle125741.7%-14.4
Full Fence114736.4%-27.8
Octagon105550.0%+1.7
Breakable Full Fence95455.6%+6.7
Open98188.9%+50.6
Half Fence82625.0%-21.8
Full Fence and Open32166.7%+25.6
Single Wall31233.3%-12.9

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
Walls6445.3%49.4%-4.1
No walls2556.0%44.7%+11.3

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

兀庵☆ (Rank 27)2026/10/0521150.0%
獣王ガチョーン1964 (Rank 27)2026/09/2851420.0%
豆次郎 (Rank 23)2026/09/28220100.0%
千種うるふ(nomore) (Rank 26)2026/09/27220100.0%
ゅろぽ (Rank 25)2026/09/1494544.4%
kjhkaiser (Rank 27)2026/09/1321150.0%
zono (Rank 12)2026/09/062020.0%
∞オロチ丸∞ (Rank 26)2026/08/3131233.3%
Momomia (Rank 27)2026/08/2454180.0%
Insanerr (Rank 22)2026/08/23220100.0%
Wonda15426 (Rank 27)2026/08/2321150.0%
無槪念野獸/무개념야수 (Rank 25)2026/08/03220100.0%
finalkinoko (Rank 16)2026/07/262020.0%
うさぎ帝国 (Rank 25)2026/07/263030.0%
忘本朱の父 (Rank 26)2026/07/2041325.0%
pallmtree (Rank 27)2026/07/192020.0%
トマト牛乳♪ (Rank 28)2026/07/0641325.0%
HoAssYoAss (Rank 25)2026/07/0532166.7%
ルビーロマン葵 (Rank 27)2026/06/212020.0%
我的名字叫顺溜 (Rank 22)2026/06/14220100.0%
I'mabeginner (Rank 27)2026/06/0721150.0%
乃木ぽん (Rank 27)2026/06/0731233.3%
无双殿堂 (Rank 22)2026/05/2521150.0%
THE_SnASH (Rank 25)2026/05/2421150.0%
G13 (Rank 21)2026/05/17110100.0%

Round openings

Lion

Career
394–371 · 51.5%
This season
95 matches · 48.4%
Peak rank
26

First hit in 54.2% of 356 rounds. Won 53.4% of the rounds they struck first, 43.6% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “backdash into 3K+G Shicchi Soutai” in 33.3% of rounds, against 16.9% in their other rounds.
  • After opening the round before with “backdash into 4K Sentai”: opens with “backdash into 3K+G Shicchi Soutai” in 31.9% of rounds, against 13.7% after anything else.

How is this tested?

backdash into Shicchi Soutai3K+G7621.2%
backdash into Sentai4K6217.3%
backdash into Touku Rigou Bantaitetsu46K+G4312.0%
backdash into Kishitsu Kasensou43P226.1%
Koushutai44K into Souji SenpuP+K164.5%
evade up into up-back kick7K102.8%
Tourou Teihozen (Deflect)4P+K+G into punchP92.5%
backdash into Banchu6P92.5%
backdash into back kick+guard4K+G92.5%
Koushutai44K into Taizan Soukoushu4P+K71.9%
Juchou Senshou8P+K61.7%
backdash into Koushutai44K61.7%
up-back kick7K61.7%
Shicchi Soutai3K+G51.4%
backdash into Juchou Senshou8P+K41.1%

41 further openings account for the other 69 rounds.

Counted from 93 of the 95 matches played. The rest were not pulled for openings.

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 (15 here; about 0.8 would come up by chance alone before the correction).

Tests behind each character's list

  • Lion: 2 of 15 tests hold up