VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

みとG_ch

  • Goh
Career matches814
Career win rate56.1%
Round win rate54.2%
Peak rank30
Distinct opponents192
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1492 #2,072 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

Lion3079844635255.9%
Goh221611568.8%

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

1,152 of 1,772 rounds counted

6.6 inputs a second (397 a minute) this season. Faster than 35% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion6.63971,116
Goh7.041936

By opponent's character

Wolf6.6397123
Akira7.0417144
Shun6.6396139
Jacky6.538877
Sarah6.337875
Pai6.840595
Goh6.740167
Lion6.337963
Jeffry6.538735
Jean6.539261
Kage6.337652
Aoi6.539112
Brad7.243429
El Blaze6.941249
Lei Fei7.042134
Taka6.438137
Lau6.438231
Vanessa7.041725
Eileen6.23724

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

Wolf60263443.3%-15.9
Akira46291763.0%+8.3
Shun43271662.8%+2.7
Jacky38201852.6%-6.7
Sarah38241463.2%+6.9
Pai35201557.1%+1.2
Goh2415962.5%+7.2
Lion22111150.0%-9.2
Jeffry1871138.9%-13.6
Jean178947.1%-8.3
Kage178947.1%-17.3
Aoi1612475.0%+14.5
Brad1610662.5%+9.1
El Blaze169756.2%+8.3
Lei Fei129375.0%+17.9
Taka116554.5%-2.4
Lau108280.0%+28.8
Vanessa76185.7%+27.4
Eileen2020.0%-67.0

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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

Open60362460.0%+5.4
Low Fence56292751.8%-4.9
Breakable Full Fence51292256.9%-6.1
Octagon49282157.1%+1.5
Breakable Half Fence43232053.5%-1.6
Rectangle43182541.9%-14.9
Full Fence36231363.9%+6.4
Half Fence35221362.9%+8.0
Single Wall2821775.0%+15.1
Full Fence and Open1611568.8%+7.7

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls25755.6%57.1%-1.5
No walls14459.7%56.7%+3.0

Walls against open: -4.5 points (95% range -15.3 to +6.3), p 0.412 — 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

ルドルフ (Rank 33)2026/10/1562433.3%
44884 (Rank 29)2026/10/1554180.0%
きてぃ☆ (Rank 29)2026/10/1553260.0%
handesu519 (Rank 29)2026/09/1751420.0%
yoshi21cc (Rank 29)2026/09/17105550.0%
Shurkn-_-pap03 (Rank 26)2026/09/0853260.0%
koiketyan (Rank 28)2026/09/08550100.0%
BANANA (Rank 30)2026/09/0286275.0%
HB (Rank 30)2026/09/0262433.3%
fdjskjfsdls (Rank 27)2026/08/2775271.4%
horahukin-DRZ (Rank 25)2026/07/3064266.7%
カミナリおやじ (Rank 31)2026/07/3042250.0%
midori6127 (Rank 29)2026/07/2393633.3%
はげまん (Rank 28)2026/07/2352340.0%
たつやX (Rank 27)2026/07/2064266.7%
9779797 (Rank 26)2026/07/2051420.0%
Grimaster (Rank 29)2026/06/2562433.3%
inoshikatyo1007 (Rank 32)2026/06/1843175.0%
kobaman (Rank 27)2026/06/1843175.0%
ありがとナス (Rank 27)2026/06/1164266.7%
CELIS (Rank 27)2026/06/1152340.0%
JOHNFLOE (Rank 30)2026/05/3041325.0%
キネマ (Rank 29)2026/05/1542250.0%
TAK (Rank 15)2026/04/08770100.0%
マークや☆ (Rank 12)2026/03/3075271.4%

Round openings

Every character

Juchou Senshou8P+K18911.1%
backdash into evade up1468.5%
backdash into Senkyutai1K844.9%
Senkyutai1K794.6%
backdash into back kick+guard4K+G573.3%
backdash into Dantai3K553.2%
backdash into Zensou Tenshinkyaku44K+G543.2%
guardG into Juchou Senshou8P+K452.6%
backdash into Koushutai44K412.4%
forward movement into punchP402.3%
forward movement into Koushu RensuiPP372.2%
guardG into Senkyutai1K352.0%
backdash into Tanhikyaku46K321.9%
Banchu6P311.8%
crouch dash forward into Senkyutai1K271.6%

202 further openings account for the other 758 rounds.

Counted from 432 of the 448 matches played. The rest were not pulled for openings.

Lion

Career
446–352 · 55.9%
This season
437 matches · 56.1%
Peak rank
30

First hit in 49.2% of 1,667 rounds. Won 56.3% of the rounds they struck first, 50.3% of the rounds they were struck first.

Significant Tells

  • Against Wolf: moves in first in 20.5% of rounds, against 11.1% against everyone else.
  • On Open stages: moves in first in 18.1% of rounds, against 11.6% on the other stages.
  • After opening the round before by backing off: backs off first in 49.4% of rounds, against 37.4% after anything else.
  • In round 4 or later: opens with “backdash into 4K+G back kick+guard” in 5.8% of rounds, against 2.6% in their other rounds.
  • Against Lion: opens with “8P+K Juchou Senshou” in 23.8% of rounds, against 10.6% against everyone else.
  • On Full Fence and Open stages: opens with “backdash into 1K Senkyutai” in 17.5% of rounds, against 4.9% on the other stages.
  • After opening the round before with “1K Senkyutai”: opens with “1K Senkyutai” in 14.0% of rounds, against 4.7% after anything else.

How is this tested?

Juchou Senshou8P+K18911.3%
backdash into evade up1438.6%
backdash into Senkyutai1K845.0%
Senkyutai1K794.7%
backdash into back kick+guard4K+G573.4%
backdash into Dantai3K553.3%
backdash into Zensou Tenshinkyaku44K+G543.2%
guardG into Juchou Senshou8P+K452.7%
backdash into Koushutai44K412.5%
forward movement into punchP402.4%
forward movement into Koushu RensuiPP372.2%
guardG into Senkyutai1K352.1%
backdash into Tanhikyaku46K321.9%
Banchu6P311.9%
crouch dash forward into Senkyutai1K271.6%

183 further openings account for the other 723 rounds.

Counted from 421 of the 437 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf12–17 · 41%8–11 · 42%too few to test
Shun17–9 · 65%6–7 · 46%too few to test
Sarah14–8 · 64%10–6 · 62%too few to test
Akira12–7 · 63%9–6 · 60%too few to test
Jacky11–10 · 52%5–4 · 56%too few to test
Pai10–7 · 59%6–4 · 60%too few to test
Goh8–6 · 57%7–3 · 70%too few to test
Lion7–8 · 47%3–2 · 60%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.

16 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Goh

Career
11–5 · 68.8%
This season
11 matches · 90.9%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Maegeri3K513.2%
Tsukikage6K37.9%
Zukotsuwari9P+K into guardG37.9%
backdash into Soukyu46P37.9%
backdash into evade up37.9%
backdash into kickK37.9%
backdash into Kusabigeri2K25.3%
backdash into guardG25.3%
Karura4P+K12.6%
Kurogane Kudaki66P12.6%
Soukyu46P12.6%
Soukyu46P into forward dash12.6%
backdash into Batousatsu3KP12.6%
backdash into Haraigeri2K+G12.6%
backdash into Kurogane Kudaki66P12.6%

7 further openings account for the other 7 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 (17 here; about 0.9 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: 7 of 17 tests hold up
  • Goh: not tested (too few rounds)