VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

heysiri

Career matches4,960
Career win rate42.8%
Round win rate47.9%
Peak rank26
Distinct opponents33
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1381 #2,751 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

Lion264,9602,1212,83942.8%

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

227 of 311 rounds counted

5.6 inputs a second (336 a minute) this season. Faster than 10% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion5.6336227

By opponent's character

Akira5.533059
Wolf5.533131
Aoi5.633815
Jeffry5.231225
Shun5.331917
El Blaze6.438717
Goh5.633610
Lion4.62788
Sarah5.834815
Eileen6.23709
Lau5.73395
Pai5.53306
Jacky5.33205
Taka6.84085

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

Akira1710758.8%+8.2
Wolf106460.0%+6.5
Aoi95455.6%+1.1
Jeffry7070.0%-43.3
Shun74357.1%-0.6
El Blaze43175.0%+27.9
Brad31233.3%-22.1
Goh32166.7%+18.1
Lion31233.3%-15.0
Sarah32166.7%-5.1
Eileen220100.0%+35.1
Lau21150.0%-16.8
Pai2020.0%-36.2
Jacky110100.0%+40.5
Taka110100.0%+65.7

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

Rectangle1711664.7%+13.2
Half Fence125741.7%-9.2
Low Fence94544.4%-4.0
Single Wall95455.6%-0.4
Open64266.7%+20.6
Breakable Full Fence51420.0%-42.3
Full Fence and Open54180.0%+9.6
Octagon43175.0%+31.6
Full Fence3030.0%-36.7
Breakable Half Fence220100.0%+26.0

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
Walls4351.2%52.4%-1.2
No walls2454.2%50.9%+3.3

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

鳶飛戾天,魚躍於淵 (Rank 27)2026/09/065050.0%
neco (Rank 21)2026/09/0621150.0%
seisyun3times (Rank 23)2026/09/0632166.7%
SOLA (Rank 24)2026/09/06330100.0%
アオゾラ。aozora (Rank 26)2026/09/062020.0%
yusyusonna (Rank 25)2026/09/0621150.0%
委員ちょ (Rank 21)2026/09/06220100.0%
おかやんマン (Rank 25)2026/07/0621150.0%
ホノン (Rank 21)2026/07/06220100.0%
トローリロートル (Rank 24)2026/07/0632166.7%
机盖夯打夯打 (Rank 22)2026/07/0621150.0%
alchemist001 (Rank 25)2026/07/062020.0%
jin.i.enjoy (Rank 18)2026/07/06220100.0%
めかざわ (Rank 25)2026/07/064040.0%
しらんじゃん (Rank 26)2026/07/062020.0%
LeiFangTODAY (Rank 21)2026/07/0632166.7%
osAnKIRA (Rank 21)2026/07/0554180.0%
地球人你好~ (Rank 21)2026/07/05110100.0%
tst634tst (Rank 24)2026/07/0541325.0%
ほーげつ (Rank 27)2026/07/051010.0%
fazz00r (Rank 25)2026/05/0532166.7%
あなたのかみさま (Rank 25)2026/05/0532166.7%
hexa-RAh (Rank 25)2026/05/0521150.0%
なっちゃんねる (Rank 25)2026/05/05330100.0%
50路 (Rank 26)2026/05/0531233.3%

Round openings

Lion

Career
2,121–2,839 · 42.8%
This season
74 matches · 52.7%
Peak rank
26

First hit in 54.2% of 310 rounds. Won 54.2% of the rounds they struck first, 40.1% of the rounds they were struck first.

Significant Tells

  • In round 3: backs off first in 23.0% of rounds, against 11.4% in their other rounds.
  • After losing a round: moves in first in 59.1% of rounds, against 29.1% after winning one.
  • When behind: moves in first in 57.6% of rounds, against 32.4% when ahead.
  • In round 1: opens with “forward movement into P punch” in 31.1% of rounds, against 18.6% in their other rounds.

How is this tested?

forward movement into punchP6721.5%
crouch dash forward into guardG258.0%
Juchou Senshou8P+K165.1%
evade down into crouch dash forward154.8%
forward movement into Rensui SoushuPPP+K113.5%
crouch dash back into guardG92.9%
Banchu6P82.6%
evade up into forward movement82.6%
Sentai4K into Sentai Shumen4KP72.2%
crouch dash back into Souji SenpuP+K72.2%
crouch dash forward into punchP72.2%
crouch dash forward into Sen'inshou3P51.6%
crouch dash forward into evade down51.6%
evade up into forward dash51.6%
evade down41.3%

75 further openings account for the other 112 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 (15 here; about 0.8 would come up by chance alone before the correction).

Tests behind each character's list

  • Lion: 4 of 15 tests hold up