VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

Agito

Career matches2,652
Career win rate48.0%
Round win rate48.9%
Peak rank28
Distinct opponents308
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1441 #2,407 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

Lion282,6521,2731,37948.0%

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

2,564 of 2,950 rounds counted

7.8 inputs a second (466 a minute) this season. Faster than 66% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.84662,564

By opponent's character

Wolf7.9476345
Akira7.8468301
Jacky7.8468249
Jeffry7.7463158
Lion7.7463137
Jean7.5448160
Kage7.6456147
Aoi7.9471114
Sarah7.7463146
Goh7.9472139
Pai7.9474138
Lau7.8467122
Brad7.746086
Lei Fei7.746272
Eileen7.746264
Shun7.746070
El Blaze8.048046
Vanessa7.544937
Taka7.846929
Dural9.25504

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

Wolf93365738.7%-11.4
Akira91514056.0%+8.5
Jacky80463457.5%+8.0
Jeffry51222943.1%-6.8
Lion43212248.8%+0.9
Jean41182343.9%-3.5
Kage41202148.8%+1.1
Aoi39172243.6%-4.0
Sarah38162242.1%-2.1
Goh36162044.4%-4.4
Pai36171947.2%-0.7
Lau31161551.6%+7.2
Brad21101147.6%+2.6
Lei Fei2191242.9%+3.2
Eileen1912763.2%+8.5
Shun1912763.2%+12.7
El Blaze1661037.5%-5.4
Vanessa126650.0%+1.3
Taka83537.5%-19.4
Dural1010.0%-42.9

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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 Wall96465047.9%+0.1
Half Fence86384844.2%-6.6
Low Fence84364842.9%-3.3
Full Fence83414249.4%+2.3
Breakable Half Fence80443655.0%+3.8
Breakable Full Fence73373650.7%-0.1
Rectangle72333945.8%+0.1
Octagon69353450.7%+3.1
Open46192741.3%-4.5
Full Fence and Open28131546.4%+2.6

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls46349.2%49.0%+0.3
No walls22644.7%46.6%-1.9

Walls against open: +2.2 points (95% range -5.8 to +10.1), p 0.593 — 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

handon-san- (Rank 29)2026/10/1662433.3%
oichanJP (Rank 30)2026/10/1662433.3%
sy62___ (Rank 26)2026/10/1553260.0%
オティムティム (Rank 24)2026/10/1564266.7%
orz (Rank 29)2026/10/15114736.4%
RX-7FD3S-Type-RS (Rank 26)2026/10/1574357.1%
すけ (Rank 27)2026/10/1293633.3%
nora-tanuki07 (Rank 27)2026/10/1063350.0%
マクシミリアン15世 (Rank 30)2026/10/0763350.0%
ドクダミふぇーい// (Rank 29)2026/10/0765183.3%
EVOyan (Rank 29)2026/09/2773442.9%
ずーさんZOOWOLF (Rank 27)2026/09/2763350.0%
M&E (Rank 23)2026/09/2596366.7%
48歳技覚えられないよ (Rank 25)2026/09/2463350.0%
도룡밖에난몰라/RSA (Rank 24)2026/09/1798188.9%
たか (Rank 30)2026/07/2976185.7%
胃弱 (Rank 25)2026/07/2485362.5%
オムレツハンター© (Rank 31)2026/07/0451420.0%
Grimaster (Rank 30)2026/06/3051420.0%
カミナリおやじ (Rank 27)2026/06/2954180.0%
ER_higante (Rank 28)2026/06/1771614.3%
KAISER (Rank 26)2026/06/1751420.0%
パニガーレ (Rank 24)2026/06/1385362.5%
nuku2pai428 (Rank 29)2026/06/1363350.0%
tubaki_ok (Rank 28)2026/05/1252340.0%

Round openings

Lion

Career
1,273–1,379 · 48.0%
This season
737 matches · 48.0%
Peak rank
28

First hit in 56.4% of 2,516 rounds. Won 51.2% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 63.0% of rounds, against 43.1% in their other rounds.
  • Against Shun: evades first in 26.8% of rounds, against 12.0% against everyone else.
  • After opening the round before by attacking: backs off first in 42.3% of rounds, against 33.7% after anything else.
  • In round 1: opens with “P punch into K kick” in 17.8% of rounds, against 7.2% in their other rounds.
  • Against Akira: opens with “backdash into 4K Sentai” in 24.4% of rounds, against 10.1% against everyone else.
  • After opening the round before with “P punch into K kick”: opens with “backdash into 46K+G Touku Rigou Bantaitetsu” in 15.4% of rounds, against 9.7% after anything else.
  • When ahead: opens with “backdash into 4K Sentai” in 15.2% of rounds, against 11.2% when level or behind.

How is this tested?

backdash into Sentai4K30111.8%
punchP into kickK2519.9%
backdash into Touku Rigou Bantaitetsu46K+G2248.8%
backdash1686.6%
Katousui2P into Touho Soushu2P+K1144.5%
Katousui2P1034.0%
evade up into Senkyutai1K763.0%
crouch into Katousui2P672.6%
In'you4P into Ni In'you4PP592.3%
punchP572.2%
Banchu6P562.2%
evade down into Senkyutai1K542.1%
Senkyutai1K441.7%
backdash into guardG361.4%
Katousui2P into forward dash301.2%

212 further openings account for the other 901 rounds.

Counted from 635 of the 737 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
Wolf22–26 · 46%14–24 · 37%+6.0
Akira23–25 · 48%16–10 · 62%too few to test
Jacky30–20 · 60%11–9 · 55%too few to test
Jeffry11–19 · 37%5–6 · 45%too few to test
Kage13–16 · 45%2–2 · 50%too few to test
Jean12–12 · 50%4–7 · 36%too few to test
Sarah8–15 · 35%8–6 · 57%too few to test
Lion12–15 · 44%4–3 · 57%too few to test
Aoi9–8 · 53%5–8 · 38%too few to test
Goh2–6 · 25%9–9 · 50%too few to test
Pai5–10 · 33%4–4 · 50%too few to test
Lau11–2 · 85%1–6 · 14%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

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

102 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?

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 (16 here; about 0.8 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 16 tests hold up