VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

へなちょこ大作戦

Career matches249
Career win rate56.2%
Round win rate52.4%
Peak rank24
Distinct opponents49
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1319 #3,047 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

Lion2424914010956.2%

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

352 of 372 rounds counted

10.2 inputs a second (610 a minute) this season. Faster than 96% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion10.2610352

By opponent's character

Aoi10.462350
Shun10.462643
Lion10.361937
Wolf11.065911
Akira10.563229
Jacky9.959627
Lau9.557224
Goh9.959323
Jeffry10.361624
El Blaze9.858812
Kage10.060219
Jean9.657810
Pai10.563111
Sarah10.059912
Lei Fei9.35588
Vanessa9.85909
Taka9.65743

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

Aoi123925.0%-30.5
Shun116554.5%-2.9
Lion96366.7%+15.1
Wolf85362.5%+8.2
Akira75271.4%+14.9
Jacky73442.9%-2.1
Lau74357.1%-3.0
Goh660100.0%+49.3
Jeffry62433.3%-28.9
El Blaze42250.0%-9.8
Kage42250.0%-8.5
Jean32166.7%+21.8
Pai32166.7%+3.4
Sarah32166.7%+2.7
Lei Fei220100.0%+36.4
Vanessa21150.0%-10.5
Taka1010.0%-76.0

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

Full Fence1812666.7%+12.2
Low Fence147750.0%-7.7
Single Wall115645.5%-16.3
Breakable Full Fence106460.0%+9.2
Breakable Half Fence85362.5%+5.7
Octagon83537.5%-20.9
Full Fence and Open74357.1%+12.3
Open73442.9%-7.6
Half Fence63350.0%-5.6
Rectangle54180.0%+16.5

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
Walls5560.0%56.4%+3.6
No walls3246.9%56.3%-9.4

Walls against open: +12.9 points (95% range -8.2 to +34.1), p 0.231 — 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

kanjuku-oh (Rank 27)2026/10/182020.0%
はおいー先生 (Rank 23)2026/10/1121150.0%
AKIRA68000 (Rank 23)2026/08/2821150.0%
CHASER (Rank 22)2026/07/24220100.0%
GC-Ajiyoshi (Rank 25)2026/07/162020.0%
osaka_mouko4649 (Rank 22)2026/07/162020.0%
格雷希欧 (Rank 24)2026/07/1032166.7%
an_dika_001 (Rank 24)2026/07/1052340.0%
Shurkn-_-pap03 (Rank 26)2026/07/09220100.0%
Eguchin-5632 (Rank 23)2026/07/0532166.7%
Meimei-yrp1002 (Rank 21)2026/06/26220100.0%
豆次郎 (Rank 21)2026/06/2631233.3%
Yunker-3 (Rank 23)2026/06/2421150.0%
mikage-maruko (Rank 21)2026/06/24220100.0%
Drunk_Monkey3110 (Rank 24)2026/06/1731233.3%
もっちぃ (Rank 22)2026/06/1721150.0%
2month (Rank 24)2026/06/1732166.7%
hide-on1966 (Rank 23)2026/06/16220100.0%
hitokabe2003 (Rank 21)2026/06/07220100.0%
NEKOz (Rank 24)2026/05/3131233.3%
omuretukun (Rank 22)2026/05/3154180.0%
mogumogu (Rank 21)2026/05/3032166.7%
scarce-drizzle24 (Rank 18)2026/05/24330100.0%
level_1173 (Rank 21)2026/05/2221150.0%
kopy373 (Rank 17)2026/05/1154180.0%

Round openings

Lion

Career
140–109 · 56.2%
This season
95 matches · 55.8%
Peak rank
24

First hit in 56.9% of 336 rounds. Won 57.6% of the rounds they struck first, 47.6% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 40.2% of rounds, against 6.8% in their other rounds.
  • After winning a round: attacks straight away in 68.5% of rounds, against 40.0% after losing one.
  • When ahead: attacks straight away in 69.4% of rounds, against 42.9% when level or behind.
  • In round 2: opens with “8P+K Juchou Senshou into P+K Souji Senpu” in 37.9% of rounds, against 26.4% in their other rounds.
  • Against Aoi: opens with “8P+K Juchou Senshou into P+K Souji Senpu” in 12.0% of rounds, against 32.4% against everyone else.
  • After winning a round: opens with “8P+K Juchou Senshou into P+K Souji Senpu” in 48.5% of rounds, against 23.3% after losing one.
  • When ahead: opens with “8P+K Juchou Senshou into P+K Souji Senpu” in 48.6% of rounds, against 26.1% when level or behind.

How is this tested?

Juchou Senshou8P+K into Souji SenpuP+K9929.4%
backdash into Kishitsu Kasensou43P195.6%
backdash into Sentai4K175.0%
backdash into evade down144.2%
guardG into Rakugekishou3PP103.0%
guardG into evade down92.7%
Koushutai44K into Souji SenpuP+K82.4%
backdash into Shicchi Soutai3K+G72.1%
evade down into Rakugekishou3PP61.8%
guardG into evade up61.8%
In'you4P into Ni In'you4PP51.5%
Senkyutai1K into kickK51.5%
backdash into crouch dash forward51.5%
evade down into crouch dash forward51.5%
evade up into Rakugekishou3PP51.5%

78 further openings account for the other 117 rounds.

Counted from 87 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: 7 of 15 tests hold up