VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

ぽこぺんた

  • Eileen
  • Pai
Career matches4,461
Career win rate49.5%
Round win rate48.3%
Peak rank30
Distinct opponents201
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1400 #2,655 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

Lion303,4111,6961,71549.7%
Eileen271,01549751849.0%
Pai2135152042.9%

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

1,165 of 2,245 rounds counted

8.6 inputs a second (516 a minute) this season. Faster than 81% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion9.2554613
Eileen8.0479509
Pai7.142343

By opponent's character

Akira8.6516207
Wolf8.7519128
Jacky9.0541115
Aoi8.6516145
Goh8.752297
Pai9.456362
Jeffry9.054274
Jean8.752155
Sarah8.450334
Lion7.545222
Shun7.947442
Vanessa8.249128
El Blaze8.752317
Kage8.148630
Eileen8.048027
Lau7.142413
Lei Fei8.249115
Brad8.752222
Taka8.048032

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

Akira101475446.5%+0.5
Wolf63342954.0%+6.1
Jacky55173830.9%-14.4
Aoi51252649.0%+6.1
Goh36191752.8%+2.4
Pai33141942.4%-6.2
Jeffry30141646.7%-1.2
Jean28141450.0%+2.4
Sarah2791833.3%-17.7
Lion2081240.0%-1.5
Shun2071335.0%-10.8
Vanessa1771041.2%+0.8
El Blaze1410471.4%+15.9
Kage1210283.3%+26.4
Eileen104640.0%-8.3
Lau93633.3%-4.8
Lei Fei95455.6%+1.4
Brad86275.0%+39.1
Taka84450.0%+10.8

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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

Single Wall73264735.6%-17.2
Open65353053.9%+10.0
Low Fence59312852.5%+5.7
Octagon59352459.3%+7.4
Breakable Half Fence52223042.3%-2.1
Rectangle51193237.2%-7.5
Half Fence47232448.9%+3.7
Breakable Full Fence38182047.4%+2.6
Full Fence and Open36181850.0%+4.2
Full Fence35152042.9%+0.3

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls28246.8%46.1%+0.7
No walls19746.7%47.8%-1.1

Walls against open: +1.9 points (95% range -7.6 to +11.3), p 0.702 — 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

銀 (Rank 28)2026/08/21115645.5%
akaike (Rank 27)2026/08/1854180.0%
失礼!スマッシュ☆彡 (Rank 26)2026/08/04660100.0%
ぽん (Rank 26)2026/07/3074357.1%
亀 (Rank 25)2026/07/26113827.3%
B.S.R-JP (Rank 27)2026/07/26106460.0%
CELIS (Rank 28)2026/07/26135838.5%
A56-7W (Rank 27)2026/07/2675271.4%
LEO (Rank 30)2026/07/1372528.6%
AlicerLandeel (Rank 30)2026/07/0451420.0%
入れ込むかもしれない (Rank 26)2026/06/265050.0%
ジョイソル (Rank 32)2026/06/1482625.0%
れもん@のびしろF (Rank 30)2026/06/0872528.6%
太鼓の別人/TaikoStrike (Rank 30)2026/06/0462433.3%
kobaman (Rank 27)2026/05/2863350.0%
syounai (Rank 26)2026/05/27125741.7%
りゅうのすけ (Rank 30)2026/05/2753260.0%
三輪ですが@SRGM (Rank 26)2026/05/2652340.0%
gans.sk602 (Rank 30)2026/05/256060.0%
pinturicchio (Rank 29)2026/05/2452340.0%
ヘニオ (Rank 30)2026/05/2153260.0%
μ (Rank 25)2026/05/1654180.0%
gimoring (Rank 24)2026/05/1083537.5%
HaseMasa (Rank 25)2026/05/0975271.4%
あっしゅさん (Rank 27)2026/05/0972528.6%

Round openings

Every character

forward movement into punchP22710.1%
crouch into Tougeki Rensui1PP1436.4%
backdash into evade down1024.5%
crouch dash back into Taizan Soukoushu4P+K1004.5%
Ukoushin46P+K into Ryusei Renkoushu46P+KP622.8%
punchP622.8%
backdash into Sentai4K582.6%
guardG into throw escape502.2%
crouch into Katousui2P431.9%
punchP into kickK431.9%
Juchou Senshou8P+K401.8%
crouch into Senkyutai1K381.7%
backdash into Enkou Kenka46P371.6%
forward movement into Rensou HekizanPPP351.6%
Douchu6P into Jouho Chu'un6PP321.4%

319 further openings account for the other 1,177 rounds.

Lion

Career
1,696–1,715 · 49.7%
This season
414 matches · 46.9%
Peak rank
30

First hit in 57.1% of 1,680 rounds. Won 50.6% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 31.9% of rounds, against 21.5% in their other rounds.
  • Against Aoi: backs off first in 56.3% of rounds, against 31.6% against everyone else.
  • After opening the round before by moving in: moves in first in 22.8% of rounds, against 11.5% after anything else.
  • In round 1: opens with “46P+K Ukoushin into 46P+KP Ryusei Renkoushu” in 8.9% of rounds, against 2.0% in their other rounds.
  • Against Wolf: opens with “crouch into 1PP Tougeki Rensui” in 14.5% of rounds, against 7.5% against everyone else.
  • On Half Fence stages: opens with “46P+K Ukoushin into 46P+KP Ryusei Renkoushu” in 8.9% of rounds, against 3.1% on the other stages.

How is this tested?

forward movement into punchP18611.0%
crouch into Tougeki Rensui1PP1438.4%
crouch dash back into Taizan Soukoushu4P+K1005.9%
backdash into evade down653.8%
Ukoushin46P+K into Ryusei Renkoushu46P+KP623.7%
backdash into Sentai4K583.4%
punchP553.2%
crouch into Katousui2P432.5%
guardG into throw escape422.5%
punchP into kickK422.5%
Juchou Senshou8P+K402.4%
crouch into Senkyutai1K382.2%
backdash into Touku Rigou Bantaitetsu46K+G321.9%
forward movement into Koushu RensuiPP281.6%
Ryusei Renkoushu46P+KP into Rensansui Banchu46P+KPP261.5%

214 further openings account for the other 735 rounds.

By stage type

Record against each character on walled and open stages, as Lion

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira21–16 · 57%13–13 · 50%too few to test
Wolf17–9 · 65%13–12 · 52%too few to test
Jacky7–20 · 26%5–12 · 29%too few to test
Aoi9–9 · 50%4–5 · 44%too few to test
Pai9–9 · 50%1–8 · 11%too few to test
Jean5–6 · 45%3–4 · 43%too few to test
Jeffry5–7 · 42%7–3 · 70%too few to test
Goh8–6 · 57%1–3 · 25%too few to test
Sarah3–6 · 33%4–6 · 40%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

How is this tested?

Eileen

Career
497–518 · 49.0%
This season
127 matches · 45.7%
Peak rank
27

First hit in 55.9% of 508 rounds. Won 48.2% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • On Breakable Half Fence stages: waits first in 29.3% of rounds, against 10.5% on the other stages.

How is this tested?

forward movement into punchP387.4%
backdash into Enkou Kenka46P377.2%
backdash into evade down377.2%
forward movement into Rensou HekizanPPP356.8%
Douchu6P into Jouho Chu'un6PP326.3%
forward movement into Enkou RensouPP285.5%
Douchu6P244.7%
backdash into Ribyou Hoso43P+K224.3%
Enkou RensouPP into Rensou HekizanPPP112.1%
backdash into backward movement102.0%
punchP into Enkou RensouPP91.8%
backdash into forward dash81.6%
crouch into Tenshin Rinheki1P81.6%
guardG into throw escape81.6%
crouch into Sokutantai3K71.4%

101 further openings account for the other 197 rounds.

By stage type

Record against each character on walled and open stages, as Eileen

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira5–5 · 50%4–5 · 44%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

How is this tested?

Pai

Career
15–20 · 42.9%
This season
10 matches · 50.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hi'en Tankyaku9K37.0%
evade up into crouch dash forward37.0%
forward movement into punchP37.0%
backdash into crouch dash forward24.7%
evade down into guardG24.7%
Chouho Soukasui66P+K12.3%
Ensei Haikyaku4K into Ko'en SenkyakuKK12.3%
Heiho Chutenshou64P12.3%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK12.3%
Honshin Soukyaku1K+G12.3%
Senchuken6P12.3%
Soukasui3P into Souka Rensui3PP12.3%
Soukasui3P into Souka Senpukyaku3PK12.3%
backdash12.3%
backdash into Renkan Tanheki66KP12.3%

20 further openings account for the other 20 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 (29 here; about 1.5 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: 6 of 15 tests hold up
  • Eileen: 1 of 14 tests hold up
  • Pai: not tested (too few rounds)