VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lion

とある帝国連盟団長

  • Wolf
  • Brad
Career matches792
Career win rate64.1%
Round win rate59.8%
Peak rank30
Distinct opponents228
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1448 #2,363 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

Lion3040625814863.5%
Wolf272731759864.1%
Brad27113753866.4%

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

1,399 of 1,399 rounds counted

6.7 inputs a second (399 a minute) this season. Faster than 35% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion6.9414626
Wolf6.5387474
Brad6.4386299

By opponent's character

Jacky6.6398162
Akira6.3379147
Wolf6.6395131
Pai7.0421115
Goh6.740290
Jeffry6.8409103
Aoi6.539373
Kage6.539273
Shun6.740481
Lau6.840570
Sarah6.740262
Lion6.740455
Brad6.639447
Vanessa6.538844
Jean6.236934
Lei Fei6.237425
Taka7.343626
Eileen6.539329
El Blaze7.041918
Dural6.941414

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

Jacky42261661.9%-7.6
Akira39281171.8%+8.7
Wolf34221264.7%+4.1
Pai30201066.7%-3.6
Goh25141156.0%-13.1
Jeffry24131154.2%-6.4
Aoi2118385.7%+19.3
Kage2114766.7%+1.4
Shun2011955.0%-11.3
Lau189950.0%-13.0
Sarah1713476.5%+16.9
Lion1612475.0%+1.9
Brad126650.0%-17.1
Vanessa129375.0%+11.0
Jean87187.5%+27.2
Lei Fei74357.1%+4.9
Taka770100.0%+35.3
Eileen61516.7%-40.5
El Blaze53260.0%-3.0
Dural31233.3%-13.4

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Half Fence46351176.1%+16.0
Low Fence45271860.0%-7.8
Octagon43241955.8%-5.5
Rectangle40261465.0%-2.6
Breakable Half Fence37231462.2%-6.2
Full Fence37261170.3%+3.0
Breakable Full Fence3325875.8%+11.9
Single Wall32221068.8%+6.0
Open29161355.2%-13.0
Full Fence and Open106460.0%+2.2

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls23667.4%64.9%+2.5
No walls10661.3%65.9%-4.6

Walls against open: +7.1 points (95% range -4.9 to +19.1), p 0.248 — 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

混浴ジャキミリアン (Rank 31)2026/10/1031233.3%
방가방가 (Rank 31)2026/10/1041325.0%
camelvf (Rank 24)2026/09/2631233.3%
ER_higante (Rank 30)2026/08/2632166.7%
こて (Rank 27)2026/08/17330100.0%
midori6127 (Rank 29)2026/08/1763350.0%
zephyr_dural (Rank 32)2026/08/0532166.7%
アルコール中学 (Rank 30)2026/08/0531233.3%
legend0219 (Rank 28)2026/07/2742250.0%
Shurkn-_-pap03 (Rank 24)2026/07/27330100.0%
ssambbi0921 (Rank 25)2026/07/2632166.7%
Leaping-Lizzy11 (Rank 26)2026/07/2632166.7%
uki-Jaguar (Rank 26)2026/07/2632166.7%
さとし (Rank 21)2026/07/25330100.0%
dark-baron (Rank 21)2026/07/25330100.0%
TAPIOKA (Rank 28)2026/07/253030.0%
nuku2pai428 (Rank 30)2026/07/2443175.0%
ratel-d9 (Rank 26)2026/07/2443175.0%
VFOMG!! (Rank 22)2026/07/09330100.0%
KUROKUROSAWA (Rank 21)2026/06/28660100.0%
sei_maki0214 (Rank 14)2026/06/18330100.0%
Tankichi (Rank 16)2026/06/15660100.0%
magenta_helping3 (Rank 15)2026/06/15660100.0%
Tutumiyamato15 (Rank 11)2026/06/1431233.3%
初心者 (Rank 11)2026/06/13550100.0%

Round openings

Every character

Juchou Senshou8P+K19214.1%
guardG1309.5%
forward movement into Elbow Butt4P926.7%
evade up805.9%
punchP into Koushu RensuiPP624.5%
Koushu RensuiPP into Rensui SoushuPPP+K473.5%
Elbow Butt4P into punchP413.0%
evade down into Elbow Butt4P382.8%
punchP into kickK362.6%
Low Drop Kick62K322.4%
Spine Whip4P into Lumpini Combination4PK302.2%
Sway Back4P+K+G into Mighty Knee UpperK272.0%
evade up into guardG272.0%
Screw Hook63214P into Screw Lariat63214PP241.8%
Jolt Upper3P231.7%

166 further openings account for the other 483 rounds.

Counted from 357 of the 367 matches played. The rest were not pulled for openings.

Lion

Career
258–148 · 63.5%
This season
165 matches · 66.1%
Peak rank
30

First hit in 49.1% of 578 rounds. Won 67.2% of the rounds they struck first, 56.8% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “8P+K Juchou Senshou” in 48.7% of rounds, against 26.5% in their other rounds.
  • After opening the round before with “P punch into PP Koushu Rensui”: opens with “8P+K Juchou Senshou” in 40.8% of rounds, against 24.7% after anything else.

How is this tested?

Juchou Senshou8P+K19232.4%
punchP into Koushu RensuiPP6210.5%
Koushu RensuiPP into Rensui SoushuPPP+K477.9%
evade up447.4%
guardG264.4%
evade up into Senkyutai1K193.2%
evade up into Koushutai44K172.9%
evade up into guardG132.2%
Koushutai44K into Taizan Soukoushu4P+K122.0%
Tourou Teihozen (Deflect)4P+K+G into crouch111.9%
punchP into Souji SenpuP+K111.9%
punchP into kickK111.9%
Tourou Teihozen (Deflect)4P+K+G101.7%
evade up into Sentai4K81.4%
evade up into backdash71.2%

63 further openings account for the other 103 rounds.

Counted from 156 of the 165 matches played. The rest were not pulled for openings.

Wolf

Career
175–98 · 64.1%
This season
126 matches · 61.1%
Peak rank
27

First hit in 48.6% of 469 rounds. Won 59.6% of the rounds they struck first, 57.3% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 40.8% of rounds, against 20.9% in their other rounds.
  • In round 1: opens with “forward movement into 4P Elbow Butt” in 36.8% of rounds, against 13.4% in their other rounds.
  • After losing a round: opens with “G guard” in 20.4% of rounds, against 4.1% after winning one.

How is this tested?

forward movement into Elbow Butt4P9219.6%
guardG4710.0%
Elbow Butt4P into punchP418.7%
evade down into Elbow Butt4P388.1%
Low Drop Kick62K326.8%
punchP into kickK255.3%
Screw Hook63214P into Screw Lariat63214PP245.1%
forward movement into Low Smash2K173.6%
punchP143.0%
backdash into backward movement122.6%
punchP into Level Back CrushP+K91.9%
evade up81.7%
backdash into guardG71.5%
Quick Shoulder66P+K61.3%
evade up into guardG61.3%

52 further openings account for the other 91 rounds.

Counted from 125 of the 126 matches played. The rest were not pulled for openings.

Brad

Career
75–38 · 66.4%
This season
76 matches · 68.4%
Peak rank
27

First hit in 46.1% of 297 rounds. Won 72.3% of the rounds they struck first, 49.4% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 44.7% of rounds, against 20.4% in their other rounds.
  • After losing a round: waits first in 34.7% of rounds, against 9.4% after winning one.

How is this tested?

guardG5718.9%
Spine Whip4P into Lumpini Combination4PK309.9%
evade up289.3%
Sway Back4P+K+G into Mighty Knee UpperK278.9%
Jolt Upper3P237.6%
evade up into kickK165.3%
throwP+G into Stop Kick4K155.0%
Jolt Upper3P into Jolt Double Shot3PP+K144.6%
evade up into guardG82.6%
Destruction Body3P+K into Dtee Sawk Lang3P+KP62.0%
Rapid Short UpperP+KP into Rapid CombinationP+KPP62.0%
guardG into punchP51.7%
Jackal Straight46P+K41.3%
Jolt Upper3P into Jolt Upper~Spin Kick3PK41.3%
kickK41.3%

41 further openings account for the other 55 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 (45 here; about 2.2 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: 2 of 15 tests hold up
  • Wolf: 3 of 15 tests hold up
  • Brad: 2 of 15 tests hold up