VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

TheBusta

  • Brad
  • Kage
  • Vanessa
  • Jeffry
  • Aoi
  • Goh
Career matches1,705
Career win rate53.8%
Round win rate57.0%
Peak rank31
Distinct opponents50
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1568 #1,552 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

Lion3188547441153.6%
Brad2727315711657.5%
Goh23157688943.3%
Jeffry23156886856.4%
Kage26131735855.7%
Vanessa2583503360.2%
Aoi262081240.0%

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

536 of 717 rounds counted

5.0 inputs a second (298 a minute) this season. Faster than 2% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad4.9292273
Lion5.1306136
Kage5.231054
Vanessa5.030144
Jeffry5.130812
Aoi5.130412
Goh5.03025

By opponent's character

Pai4.9295109
Akira5.030166
Kage5.029759
Sarah4.929552
Jacky5.030022
Jeffry5.029835
Wolf4.829112
Vanessa4.929641
Lau5.030236
Shun4.929537
Brad4.929210
Lion5.432320
Aoi5.231313
Eileen4.929621
Goh4.62763

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

Pai32191359.4%-3.7
Akira1611568.8%+6.4
Kage1612475.0%+16.9
Sarah136746.1%-15.3
Jacky125741.7%-10.4
Jeffry127558.3%-2.6
Wolf118372.7%+19.7
Vanessa106460.0%+2.4
Lau96366.7%+8.7
Shun96366.7%+7.8
Brad85362.5%-6.4
Lion71614.3%-43.6
Aoi64266.7%+20.9
Jean64266.7%+3.9
Eileen53260.0%-15.4
Goh42250.0%-31.8
Lei Fei220100.0%+59.8

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

Single Wall34211361.8%-4.8
Full Fence26131350.0%-6.3
Low Fence2291340.9%-17.0
Rectangle1612475.0%+14.7
Breakable Full Fence1510566.7%+2.6
Octagon159660.0%+5.5
Breakable Half Fence148657.1%-10.5
Open128466.7%+4.4
Full Fence and Open96366.7%+14.4
Half Fence86275.0%+23.7

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls9461.7%59.2%+2.5
No walls6855.9%61.9%-6.0

Walls against open: +8.5 points (95% range -9.0 to +26.0), p 0.341 — 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

#Dr.Hugbox™ (Rank 24)2026/10/1831233.3%
Based_Ganja (Rank 29)2026/07/2874357.1%
Lukeee (Rank 26)2026/07/2831233.3%
CMoney012 (Rank 26)2026/06/2151420.0%
NoOneSpecific (Rank 29)2026/06/2153260.0%
itrap (Rank 30)2026/06/2132166.7%
gainkiller (Rank 24)2026/06/2131233.3%
CeMoi3333 (Rank 26)2026/06/21107370.0%
Jiikae (Rank 29)2026/06/2051420.0%
DDRMONKEY (Rank 23)2026/06/2032166.7%
DFAxCalamity (Rank 33)2026/06/2032166.7%
Kingbison (Rank 27)2026/06/1573442.9%
fivey70 (Rank 27)2026/06/021610662.5%
mindseye451 (Rank 27)2026/05/3154180.0%
OhNo|Zigludo (Rank 25)2026/05/3153260.0%
Kitetsu (Rank 28)2026/05/2851420.0%
Gendo (Rank 24)2026/05/28440100.0%
The8thOne (Rank 24)2026/05/2743175.0%
Belzagy (Rank 28)2026/05/2732166.7%
lilpuncake123 (Rank 25)2026/05/26660100.0%
Zxo (Rank 23)2026/05/15440100.0%
Dalinar (Rank 21)2026/04/1531233.3%
Sankofa (Rank 24)2026/04/1432166.7%
Sunday (Rank 30)2026/04/1451420.0%
Johnnybwai (Rank 27)2026/04/1254180.0%

Round openings

Every character

guardG517.2%
Sawk Klab6P+K243.4%
Turn Savate44K223.1%
Sway Back4P+K+G into Mighty Knee UpperK172.4%
Dtee Sawk Dtrohng4P+K152.1%
Defensive Style: Back Charge Kick142.0%
Taizan Soukoushu4P+K142.0%
punchP into Koushu RensuiPP142.0%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK131.8%
backdash into guardG121.7%
crouch dash back into guardG121.7%
Banchu6P into Banchu Renkanshu6PP101.4%
evade up101.4%
Elbow Hook6P into forward movement91.3%
Middle Spin Kick66K91.3%

245 further openings account for the other 461 rounds.

Brad

Career
157–116 · 57.5%
This season
89 matches · 56.2%
Peak rank
27

First hit in 45.3% of 353 rounds. Won 56.2% of the rounds they struck first, 54.9% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

guardG277.5%
Sawk Klab6P+K246.7%
Turn Savate44K226.2%
Sway Back4P+K+G into Mighty Knee UpperK174.8%
Dtee Sawk Dtrohng4P+K154.2%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK133.6%
Elbow Hook6P into forward movement92.5%
Middle Spin Kick66K92.5%
Sway Back4P+K+G into Jab StraightPP92.5%
Sway Back4P+K+G into Sway Back LowK+G92.5%
backdash into guardG92.5%
evade up92.5%
Jackal Straight46P+K82.2%
evade up into Elbow Hook6P82.2%
Stop Kick4K into forward movement72.0%

86 further openings account for the other 163 rounds.

Lion

Career
474–411 · 53.6%
This season
38 matches · 71.0%
Peak rank
31

First hit in 48.1% of 156 rounds. Won 66.7% of the rounds they struck first, 58.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Taizan Soukoushu4P+K148.9%
punchP into Koushu RensuiPP148.9%
guardG127.6%
Banchu6P into Banchu Renkanshu6PP106.4%
Juchou Senshou8P+K74.5%
In'you4P into Ni In'you4PP53.2%
guardG into Senkyutai1K53.2%
Senkyutai1K42.5%
Soukoushu66P+K into Tourou Youzan66P+KP42.5%
crouch dash back into guardG42.5%
Ryusei Koushugeki (Deflect)214P31.9%
Sentai4K into Sentai Shumen4KP31.9%
crouch dash back into backdash31.9%
punchP31.9%
punchP into Souji SenpuP+K31.9%

51 further openings account for the other 63 rounds.

Kage

Career
73–58 · 55.7%
This season
21 matches · 61.9%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG1113.6%
punchP into ResshouPP78.6%
crouch dash back into guardG56.2%
Senpujin2P+K into Fujin Urasuisha2P+KK33.7%
backdash into guardG33.7%
guardG into Yokoshutou4P+K33.7%
Hiji'uchi6P into Hagakure-ryu You Jumonji KamaeP+K+G22.5%
Rasen4P22.5%
backdash into Hagakure-ryu In Raijingeki46P+K22.5%
crouch dash back into evade down22.5%
evade down into guardG22.5%
guardG into Hagakure-ryu In Raijingeki46P+K22.5%
guardG into throwP+G22.5%
Fusenjin3P into Shippuzan3PP11.2%
Hagakure-ryu In Shippujin4P+K+G11.2%

33 further openings account for the other 33 rounds.

Vanessa

Career
50–33 · 60.2%
This season
18 matches · 55.6%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Back Charge Kick1418.2%
Defensive Style: guard67.8%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP56.5%
Defensive Style: Spinning Savate45.2%
Defensive Style: guard into throw escape45.2%
Offensive Style: Bunker Buster33.9%
Defensive Style: Defensive Elbow (Deflect)22.6%
Defensive Style: backdash into guardG22.6%
Defensive Style: no input22.6%
Offensive Style: Back Charge Kick22.6%
Offensive Style: crouch dash back into Guard Crush TornadoK+G22.6%
Offensive Style: evade down into Guard Crush TornadoK+G22.6%
Defensive Style: Back Knuckle into Back Knuckle High6PK11.3%
Defensive Style: Boomerang Hook11.3%
Defensive Style: Defensive Elbow (Deflect) into backdash11.3%

26 further openings account for the other 26 rounds.

Jeffry

Career
88–68 · 56.4%
This season
8 matches · 75.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Elbow Butt6P into Elbow Hammer6PP413.8%
Torpedo Head Butt4P+K310.3%
Elbow Butt6P26.9%
punchP26.9%
punchP into Double KnucklePP26.9%
Body CrushP+K13.5%
Heavy Back Knuckle4P into Stomach Destroyer4PK13.5%
Knee Attack6K13.5%
Smash Upper3P into Double Upper3PP13.5%
backdash13.5%
backdash into Head Attack46P+K13.5%
crouch dash back into Grizzly Hammer1PP13.5%
crouch dash back into Torpedo Head Butt4P+K13.5%
evade down into Heavy Back Knuckle4P13.5%
evade down into Kenka Hook46P13.5%

6 further openings account for the other 6 rounds.

Goh

Career
68–89 · 43.3%
This season
1 matches · 0.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G240.0%
Hiji'ate6P120.0%
Kyousengeri46K120.0%
crouch dash back into guardG120.0%

Not counted here: Aoi. Their matches 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 (11 here; about 0.6 would come up by chance alone before the correction).

Tests behind each character's list

  • Brad: 0 of 11 tests hold up
  • Lion: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Goh: not tested (too few rounds)