VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

たわばTAWABA

Career matches10,046
Career win rate49.0%
Round win rate50.5%
Peak rank30
Distinct opponents404
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1577 #1,504 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

Lion3010,0464,9255,12149.0%

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

3,054 of 3,859 rounds counted

7.0 inputs a second (419 a minute) this season. Faster than 45% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.04193,054

By opponent's character

Jacky6.9412341
Akira7.0418336
Wolf7.3436256
Pai7.1427252
Shun6.8411181
Aoi7.1426189
Sarah6.8406173
Lion7.0422172
Goh7.0419150
Jeffry6.6399140
Jean6.8407136
Kage6.8409149
El Blaze7.1426132
Vanessa7.2431111
Lau7.0422113
Brad6.941460
Taka6.840668
Eileen7.444350
Lei Fei6.841035
Dural7.444510

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

Jacky109496045.0%-6.3
Akira102544852.9%+4.0
Wolf83424150.6%-1.1
Pai81414050.6%-2.1
Shun59352459.3%+10.1
Aoi57282949.1%-5.4
Sarah55262947.3%-3.2
Lion51331864.7%+15.3
Goh49193038.8%-11.0
Jeffry46301665.2%+18.0
Jean41142734.1%-12.3
Kage41221953.7%+6.0
El Blaze39192048.7%-1.7
Vanessa32122037.5%-9.7
Lau29151451.7%+1.6
Brad23111247.8%-5.2
Taka2011955.0%+2.8
Eileen169756.2%+5.3
Lei Fei116554.5%+4.8
Dural61516.7%-23.9

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Low Fence116585850.0%+0.2
Breakable Half Fence114595551.8%+1.4
Full Fence101584357.4%+7.8
Octagon101475446.5%-3.3
Rectangle97475048.5%-0.7
Half Fence92425045.6%-4.5
Open88503856.8%+5.6
Single Wall78354344.9%-8.4
Breakable Full Fence76413554.0%+2.7
Full Fence and Open44192543.2%-7.7

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
Walls58150.6%50.1%+0.5
No walls28250.7%51.2%-0.5

Walls against open: +1.0 points (95% range -6.0 to +8.0), p 0.785 — 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

warukumadorikuma (Rank 29)2026/10/1763350.0%
Garuyan (Rank 29)2026/10/1676185.7%
NEKOz (Rank 26)2026/10/141310376.9%
Leaping-Lizzy11 (Rank 26)2026/10/1463350.0%
nyu_necoginjo (Rank 28)2026/10/12128466.7%
Kuro---maru8 (Rank 30)2026/10/1152340.0%
ラオゥ (Rank 30)2026/10/1071614.3%
denKi_unic0o0rn3 (Rank 25)2026/10/06137653.9%
temp002 (Rank 30)2026/10/02101910.0%
misoazy (Rank 29)2026/10/0221111052.4%
kouhex (Rank 26)2026/10/0261516.7%
goripon_actor (Rank 26)2026/09/3064266.7%
Shurkn-_-pap03 (Rank 26)2026/09/2565183.3%
Agnes_bell (Rank 30)2026/09/1163350.0%
abcde-9m (Rank 26)2026/09/0763350.0%
openpen (Rank 29)2026/09/0376185.7%
pri3_jpn (Rank 26)2026/08/28119281.8%
igyoken55 (Rank 28)2026/08/2572528.6%
syounai (Rank 30)2026/08/0483537.5%
え~る (Rank 30)2026/08/0362433.3%
monky-d-taku (Rank 27)2026/07/2972528.6%
gta4vcs (Rank 29)2026/07/0372528.6%
MikuMartineau (Rank 30)2026/06/056060.0%
入れ込むかもしれない (Rank 26)2026/05/2863350.0%
joechou222 (Rank 29)2026/05/2861516.7%

Round openings

Lion

Career
4,925–5,121 · 49.0%
This season
950 matches · 50.2%
Peak rank
30

First hit in 53.9% of 3,467 rounds. Won 51.4% of the rounds they struck first, 48.3% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 14.0% of rounds, against 6.1% in their other rounds.
  • Against Aoi: evades first in 27.3% of rounds, against 9.9% against everyone else.
  • On Single Wall stages: moves in first in 14.8% of rounds, against 7.3% on the other stages.
  • After opening the round before by evading: evades first in 22.2% of rounds, against 10.0% after anything else.
  • After losing a round: moves in first in 8.1% of rounds, against 4.1% after winning one.
  • When ahead: attacks straight away in 76.4% of rounds, against 69.6% when level or behind.
  • In round 1: opens with “forward movement into PPP+K Rensui Soushu” in 9.4% of rounds, against 3.4% in their other rounds.
  • Against Wolf: opens with “46P+K Ukoushin” in 17.3% of rounds, against 9.4% against everyone else.
  • On Breakable Half Fence stages: opens with “46P+K Ukoushin into crouch dash forward” in 6.9% of rounds, against 3.8% on the other stages.
  • After opening the round before with “46P+K Ukoushin”: opens with “46P+K Ukoushin” in 16.1% of rounds, against 8.8% after anything else.
  • After losing a round: opens with “PP Koushu Rensui into PPP+K Rensui Soushu” in 14.7% of rounds, against 5.9% after winning one.
  • When ahead: opens with “46P+K Ukoushin into crouch dash forward” in 8.5% of rounds, against 3.1% when level or behind.

How is this tested?

Koushu RensuiPP into Rensui SoushuPPP+K39811.5%
Ukoushin46P+K35310.2%
punchP into Koushu RensuiPP2096.0%
forward movement into Rensui SoushuPPP+K1714.9%
Ukoushin46P+K into crouch dash forward1454.2%
Juchou Senshou8P+K1333.8%
Ukoushin46P+K into Ni In'you4PP1313.8%
Ukoushin46P+K into Banchu6P1213.5%
Ukoushin46P+K into backdash1183.4%
Senkyutai1K1123.2%
evade up into Sentai4K962.8%
backward movement into forward punch+kick6P+K932.7%
Ukoushin46P+K into punchP812.3%
backdash into Sentai4K692.0%
Ukoushin46P+K into forward dash661.9%

171 further openings account for the other 1,178 rounds.

Counted from 859 of the 950 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
Jacky25–36 · 41%16–17 · 48%-4.0
Akira36–36 · 50%12–10 · 55%too few to test
Wolf20–16 · 56%14–20 · 41%+13.5
Pai25–22 · 53%11–10 · 52%too few to test
Aoi18–20 · 47%6–5 · 55%too few to test
Shun18–15 · 55%10–8 · 56%too few to test
Sarah17–18 · 49%7–6 · 54%too few to test
Lion18–9 · 67%9–4 · 69%too few to test
Goh10–11 · 48%6–9 · 40%too few to test
Jeffry13–13 · 50%6–2 · 75%too few to test
Jean7–13 · 35%4–9 · 31%too few to test
Kage11–12 · 48%6–5 · 55%too few to test
El Blaze9–13 · 41%4–3 · 57%too few to test
Vanessa4–11 · 27%4–4 · 50%too few to test
Brad4–5 · 44%4–3 · 57%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.

91 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 (18 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: 12 of 18 tests hold up