VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lion

ひくん

  • Lei Fei
  • El Blaze
  • Vanessa
  • Wolf
Career matches2,759
Career win rate55.1%
Round win rate48.1%
Peak rank28
Distinct opponents70
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1281 #3,186 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

Lion2598751347452.0%
Lei Fei2879146832359.2%
El Blaze2668437231254.4%
Vanessa2629716613155.9%
Wolf21000—

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

599 of 599 rounds counted

7.7 inputs a second (463 a minute) this season. Faster than 65% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei7.6456262
El Blaze7.9476163
Lion7.7464150
Vanessa7.746221
Wolf5.93553

By opponent's character

Akira7.6457135
Aoi7.746375
Jean7.846754
Jacky7.847048
Jeffry8.047753
Sarah7.746248
Kage7.343834
Lei Fei7.142826
Wolf9.053824
Brad7.545219
Shun7.846619
El Blaze7.746117
Goh7.746317
Lion8.047917
Eileen6.33773
Lau8.55105
Vanessa8.04815

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

Akira34181652.9%+10.9
Aoi1910952.6%+0.4
Jean1431121.4%-24.9
Jacky129375.0%+30.0
Jeffry126650.0%+10.3
Sarah114736.4%-16.9
Kage95455.6%-4.1
Lei Fei73442.9%+11.9
Wolf63350.0%-14.7
Brad52340.0%-9.5
Shun53260.0%+4.6
El Blaze42250.0%+3.4
Goh41325.0%-25.6
Lion41325.0%-26.0
Eileen1010.0%-36.5
Lau1010.0%-29.9
Vanessa110100.0%+68.1

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.

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

Open2191242.9%-6.9
Low Fence1811761.1%+15.0
Rectangle1871138.9%-12.3
Breakable Half Fence1641225.0%-16.6
Full Fence149564.3%+16.1
Octagon148657.1%+9.7
Single Wall147750.0%+8.9
Breakable Full Fence115645.5%+1.3
Half Fence103730.0%-20.2
Full Fence and Open2020.0%-65.4

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
Walls8343.4%46.7%-3.4
No walls5350.9%46.7%+4.3

Walls against open: -7.6 points (95% range -27.2 to +12.0), p 0.445 — 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

THE_SnASH (Rank 25)2026/10/1853260.0%
委員ちょ@レバーレス練 (Rank 21)2026/10/1831233.3%
y.o.y (Rank 21)2026/10/1832166.7%
はげまん (Rank 28)2026/10/173030.0%
juste (Rank 29)2026/10/133030.0%
U-23 (Rank 27)2026/10/1331233.3%
manekinecogames (Rank 24)2026/10/13440100.0%
xXsoul-childXx (Rank 24)2026/10/1232166.7%
ttfour@サラしかできないw (Rank 21)2026/10/12220100.0%
spiral (Rank 22)2026/10/1232166.7%
hyun-sibaru-man (Rank 27)2026/10/122020.0%
Jyuryoku_Eileen (Rank 23)2026/10/1231233.3%
gnarapum (Rank 23)2026/10/052020.0%
AiokometeZ (Rank 21)2026/10/0531233.3%
chimichama (Rank 21)2026/10/0585362.5%
무파ZeroBlue (Rank 26)2026/10/0253260.0%
r1s1d8 (Rank 27)2026/10/0241325.0%
dalmax72 (Rank 22)2026/10/0242250.0%
vf_hornwolf@뿔늑대 (Rank 23)2026/09/2321150.0%
kimxxxtt (Rank 23)2026/09/182020.0%
Mon3tr (Rank 25)2026/09/153030.0%
yasai (Rank 21)2026/08/1885362.5%
マクシミリアン15世 (Rank 34)2026/08/182020.0%
Fuji-Atsuka (Rank 15)2026/08/1776185.7%
roko3 (Rank 14)2026/08/1732166.7%

Round openings

Every character

SokutankyakuK+G into Shishi DaichoukouK+GP247.7%
Juchou Senshou8P+K206.4%
offensive move into evade down175.4%
guardG144.5%
SokutankyakuK+G123.8%
kickK113.5%
offensive move92.9%
up-back kick7K82.6%
kickK into punchP72.2%
offensive move into Fujinkyaku2K72.2%
offensive move into SokutankyakuK+G72.2%
Dantai4K61.9%
crouch into Zensoutai61.9%
evade up into Banchu6P51.6%
Gaida Santen6P+KP into Rakuchi Souyoku6P+KPP41.3%

103 further openings account for the other 156 rounds.

Counted from 77 of the 149 matches played. The rest were not pulled for openings.

Lei Fei

Career
468–323 · 59.2%
This season
65 matches · 52.3%
Peak rank
28

First hit in 46.4% of 192 rounds. Won 51.7% 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?

SokutankyakuK+G into Shishi DaichoukouK+GP2412.4%
offensive move into evade down178.8%
SokutankyakuK+G126.2%
kickK115.7%
offensive move94.7%
up-back kick7K84.2%
kickK into punchP73.6%
offensive move into Fujinkyaku2K73.6%
offensive move into SokutankyakuK+G73.6%
Dantai4K63.1%
Gaida Santen6P+KP into Rakuchi Souyoku6P+KPP42.1%
SokutankyakuK+G into kickK42.1%
backdash into Kaisei Tento1P+K42.1%
guardG42.1%
offensive move into evade up42.1%

47 further openings account for the other 65 rounds.

Counted from 48 of the 65 matches played. The rest were not pulled for openings.

Lion

Career
513–474 · 52.0%
This season
38 matches · 47.4%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K2029.4%
evade up into Banchu6P57.3%
guardG57.3%
crouch into Zensoutai2KK45.9%
Attai2K into Tousentai2KK+G34.4%
Koushutai44K into Souji SenpuP+K34.4%
In'you4P into Ni In'you4PP22.9%
Sentai4K into Sentai Shumen4KP22.9%
evade up22.9%
evade up into forward dash22.9%
throw escape22.9%
Banchu6P into Banchu Renkanshu6PP11.5%
Kishitsu Kasensou43P11.5%
Senputai8K into Katoutai8KK11.5%
Shicchi Soutai3K+G11.5%

14 further openings account for the other 14 rounds.

Counted from 16 of the 38 matches played. The rest were not pulled for openings.

El Blaze

Career
372–312 · 54.4%
This season
40 matches · 45.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG414.3%
Fade Roll Kick7K310.7%
Volcano Upper4P+K into kickK310.7%
Back Knuckle4P into Shadow Spin Kick4PK27.1%
Demon Dance9P+K into Demon's Tail9P+KK27.1%
Low Drop Kick1K+G27.1%
Volcano Upper4P+K into Toe Kick4K27.1%
backdash into Shadow Spin Kick4PK27.1%
guardG into forward dash27.1%
Demon Dance9P+K13.6%
Straight6P+K into kickK13.6%
forward dash into throwP+G13.6%
guardG into Quick HookPP13.6%
guardG into throwP+G13.6%
punchP13.6%

Counted from 7 of the 40 matches played. The rest were not pulled for openings.

Vanessa

Career
166–131 · 55.9%
This season
5 matches · 20.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Back Charge Kick314.3%
Defensive Style: backdash into Sliding Low Kick1K+G314.3%
Defensive Style: guard314.3%
Defensive Style: back kick+guard14.8%
Defensive Style: backdash into Shadow Slicer66K14.8%
Defensive Style: backdash into Switch Left SlicerKK14.8%
Defensive Style: backdash into Wheel Kick9K+G14.8%
Defensive Style: guard into Back Knuckle6P14.8%
Defensive Style: guard into Stopping Low~Switch Back Blow2KP+K+G14.8%
Defensive Style: guard into backdash14.8%
Defensive Style: kick14.8%
Defensive Style: kick into Switch Left SlicerKK14.8%
Defensive Style: punch into Jab~BodyPP14.8%
Offensive Style: Bunker Buster into Combo StraightPPPP14.8%
Offensive Style: Stopping Low Combo into Stopping Low Smash2KPP14.8%

Wolf

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Heavy Middle Kick3K+G133.3%
Quick Shoulder66P+K133.3%
guardG133.3%

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

  • Lei Fei: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Wolf: not tested (too few rounds)