VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

T.TV/MissLilium

  • Jean
Career matches860
Career win rate56.7%
Round win rate54.2%
Peak rank30
Distinct opponents35
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1530 #1,809 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

Lion3084648236457.0%
Jean21146842.9%

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

252 of 360 rounds counted

6.3 inputs a second (376 a minute) this season. Faster than 25% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion6.3376252

By opponent's character

Pai6.539054
Akira6.13637
Lion6.338153
Goh6.740015
Shun6.237429
Jacky5.83509
Jean6.237518
Eileen6.237012
El Blaze6.337911
Sarah5.331811
Brad5.63366
Kage7.24338
Taka5.83496
Vanessa6.03599
Lau6.84074

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

Pai159660.0%-6.0
Akira146842.9%+18.8
Lion136746.1%+0.9
Goh116554.5%-4.4
Shun72528.6%-20.6
Jacky63350.0%-10.3
Jean53260.0%+16.5
Eileen440100.0%+28.7
Aoi32166.7%-19.0
El Blaze330100.0%+15.7
Sarah330100.0%+14.2
Brad220100.0%+3.6
Kage2020.0%-27.5
Taka220100.0%+10.0
Vanessa2020.0%-36.2
Lau1010.0%-56.1
Lei Fei110100.0%+9.5

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 Full Fence1911857.9%+8.8
Half Fence169756.2%+4.6
Octagon124833.3%-12.8
Low Fence117463.6%+5.2
Rectangle85362.5%-0.0
Full Fence and Open75271.4%+32.8
Breakable Half Fence62433.3%-26.6
Full Fence62433.3%-29.7
Open53260.0%-15.2
Single Wall440100.0%+16.8

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
Walls6749.3%53.1%-3.8
No walls2070.0%67.9%+2.1

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

NaughtNaught (Rank 33)2026/10/164040.0%
TommyVF (Rank 27)2026/10/1682625.0%
Snipufin (Rank 21)2026/09/25220100.0%
Faded (Rank 36)2026/09/242020.0%
Onpwnage (Rank 32)2026/07/2274357.1%
Drawn_ (Rank 27)2026/07/22220100.0%
Jaywant100 (Rank 3)2026/07/22220100.0%
Dadino67italy (Rank 35)2026/07/0531233.3%
RickoSama (Rank 24)2026/07/051010.0%
NantoSeiken (Rank 28)2026/07/051010.0%
skywalkeR78081 (Rank 22)2026/07/03220100.0%
飛車『ROOK』 (Rank 29)2026/07/0232166.7%
Saago_65 (Rank 31)2026/06/2062433.3%
GOMVPGO (Rank 33)2026/06/203030.0%
Lightwing (Rank 33)2026/06/202020.0%
Kephirat (Rank 14)2026/06/20220100.0%
RustyTachikoma[EU] (Rank 22)2026/06/13220100.0%
speedymat (Rank 26)2026/06/13440100.0%
Kamille★心意把晶 (Rank 45)2026/06/132020.0%
LordBaconTheBoss (Rank 30)2026/05/0553260.0%
Shima (Rank 25)2026/05/0576185.7%
kotiko (Rank 1)2026/05/05220100.0%
Ronin (Rank 21)2026/05/0531233.3%
magorojo (Rank 27)2026/05/0573442.9%
DexTepa (Rank 26)2026/04/17220100.0%

Round openings

Every character

Banchu6P into Banchu Renkanshu6PP257.5%
evade up into Koushutai44K185.4%
crouch into Shicchi Soutai3K+G175.1%
evade down into Koushutai44K164.8%
crouch dash forward into Sen'inshou3P133.9%
punchP113.3%
Koushutai44K into Taizan Soukoushu4P+K82.4%
Tourou Hassou41236P82.4%
crouch into Dantai3K82.4%
Senkyutai1K72.1%
kickK72.1%
punchP into Banchu6P72.1%
Koushu RensuiPP into Renkan SenshouPPP61.8%
backdash into Kishitsu Kasensou43P61.8%
crouch into Rakugekishou3PP61.8%

94 further openings account for the other 171 rounds.

Counted from 87 of the 94 matches played. The rest were not pulled for openings.

Lion

Career
482–364 · 57.0%
This season
83 matches · 56.6%
Peak rank
30

First hit in 43.1% of 292 rounds. Won 63.5% of the rounds they struck first, 52.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Banchu6P into Banchu Renkanshu6PP258.6%
evade up into Koushutai44K186.2%
crouch into Shicchi Soutai3K+G175.8%
evade down into Koushutai44K165.5%
crouch dash forward into Sen'inshou3P134.5%
Koushutai44K into Taizan Soukoushu4P+K82.7%
Tourou Hassou41236P82.7%
crouch into Dantai3K82.7%
punchP82.7%
Senkyutai1K72.4%
kickK72.4%
punchP into Banchu6P72.4%
Koushu RensuiPP into Renkan SenshouPPP62.0%
backdash into Kishitsu Kasensou43P62.0%
crouch into Rakugekishou3PP62.0%

71 further openings account for the other 132 rounds.

Counted from 76 of the 83 matches played. The rest were not pulled for openings.

Jean

Career
6–8 · 42.9%
This season
11 matches · 45.5%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Yamakuzushi6K511.9%
Gyaku Seikenzuki66P37.1%
evade up into Yoko'enpi6P37.1%
punchP37.1%
Harai'uke (Deflect)4P+K+G into punchP24.8%
KounirenPP into KagizukiPPP24.8%
Shitanagi Shutou1P24.8%
crouch into Tate'enpi~Tenkai Hizageri33PK24.8%
evade down24.8%
evade down into guardG24.8%
Gedan Mawashigeri2K into Gedan~Joudan Mawashigeri2KK12.4%
Shitamaeken2P12.4%
crouch dash back into Yamakuzushi6K12.4%
crouch into Chudan~Joudan Mawashigeri3KK12.4%
crouch into Gedan~Joudan Mawashigeri2KK12.4%

11 further openings account for the other 11 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Lion: not tested (too few rounds)
  • Jean: not tested (too few rounds)