VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

nasumiso

  • El Blaze
  • Goh
Career matches7,267
Career win rate47.4%
Round win rate49.5%
Peak rank30
Distinct opponents410
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1473 #2,195 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

Lion306,9953,3323,66347.6%
Goh211645311132.3%
El Blaze2499544554.5%
Kage—94544.4%

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

4,326 of 4,837 rounds counted

8.5 inputs a second (512 a minute) this season. Faster than 80% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion8.65134,085
El Blaze8.3497216
Goh7.746225

By opponent's character

Akira8.8528651
Wolf8.7522543
Jacky8.7521456
Jeffry8.2489298
Goh8.7519285
Kage8.1488245
Shun8.4506215
Aoi8.6516207
Lau8.6515175
Lion8.5510175
Lei Fei8.4502159
Sarah8.7519119
Jean8.4503149
El Blaze8.2495134
Pai8.9535106
Eileen8.2495112
Vanessa8.349994
Brad8.350089
Taka8.148580
Dural7.846834

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

Akira171927953.8%+8.2
Wolf151836855.0%+6.4
Jacky128636549.2%+3.9
Jeffry82344841.5%-9.1
Goh73433058.9%+9.8
Kage70363451.4%+7.6
Shun64343053.1%+3.2
Aoi60352558.3%+3.8
Lau47192840.4%-5.3
Lion46202643.5%-3.6
Lei Fei41182343.9%-4.7
Sarah41152636.6%-12.8
Jean39162341.0%-4.5
El Blaze38122631.6%-18.7
Pai30161453.3%+4.9
Eileen2891932.1%-10.3
Vanessa27121544.4%-12.1
Brad2591636.0%-18.9
Taka2571828.0%-20.0
Dural124833.3%-3.5

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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

Rectangle157748347.1%-1.6
Half Fence133577642.9%-4.8
Octagon126646250.8%+2.5
Breakable Full Fence113536046.9%-0.2
Full Fence113526146.0%-2.1
Open112595352.7%+3.2
Breakable Half Fence110565450.9%+0.2
Low Fence103535051.5%+3.7
Single Wall98485049.0%+5.4
Full Fence and Open56223439.3%-12.3

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
Walls75247.3%48.3%-0.9
No walls31351.1%47.4%+3.7

Walls against open: -4.7 points (95% range -11.3 to +2.0), p 0.168 — 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)2026/10/14117463.6%
misoazy (Rank 28)2026/10/09147750.0%
orz (Rank 30)2026/10/03101910.0%
be-shedded (Rank 27)2026/09/2496366.7%
JAGAMARU-MIKE (Rank 30)2026/09/18115645.5%
RX-7FD3S-Type-RS (Rank 25)2026/09/17880100.0%
tawava (Rank 31)2026/09/17112918.2%
marble-w03 (Rank 26)2026/09/1674357.1%
Wonda15426 (Rank 27)2026/09/12116554.5%
hot-milk-www (Rank 29)2026/09/1285362.5%
BANANA (Rank 29)2026/09/1283537.5%
gin-chaman (Rank 29)2026/09/11147750.0%
ringoski23 (Rank 29)2026/09/0271614.3%
nyu_necoginjo (Rank 27)2026/09/02115645.5%
楽天アキラ (Rank 30)2026/08/2896366.7%
ぬっき~@ (Rank 36)2026/08/2883537.5%
fwnd1396 (Rank 33)2026/08/2771614.3%
soul-to-denchi (Rank 32)2026/08/2372528.6%
マクシミリアン15世 (Rank 31)2026/08/2174357.1%
aomaro-IX (Rank 28)2026/08/1874357.1%
BudEkins_may (Rank 24)2026/07/1872528.6%
yagio130r (Rank 24)2026/06/24114736.4%
ドクダミふぇーい// (Rank 27)2026/06/2273442.9%
ガリバー (Rank 30)2026/06/20124833.3%
kobaman (Rank 27)2026/05/3086275.0%

Round openings

Every character

forward movement into punchP4319.1%
guardG2816.0%
guardG into evade down2715.7%
Sentai4K into Sentai Shumen4KP1954.1%
crouch dash forward into Sen'inshou3P1613.4%
guardG into Senkyutai1K1232.6%
guardG into Sentai Shumen4KP911.9%
guardG into Banchu6P841.8%
evade down into guardG751.6%
Banchu6P into crouch dash forward661.4%
Banchu6P631.3%
Juchou Senshou8P+K631.3%
guardG into throw escape611.3%
evade up into crouch dash forward591.2%
guardG into evade up561.2%

480 further openings account for the other 2,638 rounds.

Counted from 1,167 of the 1,198 matches played. The rest were not pulled for openings.

Lion

Career
3,332–3,663 · 47.6%
This season
1,141 matches · 48.1%
Peak rank
30

First hit in 48.9% of 4,444 rounds. Won 51.9% of the rounds they struck first, 46.6% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 30.5% of rounds, against 22.2% in their other rounds.
  • Against Wolf: attacks straight away in 33.5% of rounds, against 22.8% against everyone else.
  • On Full Fence and Open stages: moves in first in 32.5% of rounds, against 21.5% on the other stages.
  • After opening the round before by moving in: moves in first in 33.3% of rounds, against 21.6% after anything else.
  • After losing a round: evades first in 10.9% of rounds, against 5.5% after winning one.
  • When ahead: waits first in 42.7% of rounds, against 34.4% when level or behind.
  • In round 3: opens with “forward movement into P punch” in 11.7% of rounds, against 7.6% in their other rounds.
  • Against Lei Fei: opens with “4K Sentai into 4KP Sentai Shumen” in 15.6% of rounds, against 3.9% against everyone else.
  • On Full Fence and Open stages: opens with “forward movement into P punch” in 15.2% of rounds, against 8.3% on the other stages.
  • After winning a round: opens with “G guard into evade down” in 7.7% of rounds, against 5.5% after losing one.
  • When ahead: opens with “G guard into evade down” in 9.1% of rounds, against 5.1% when level or behind.

How is this tested?

forward movement into punchP3858.6%
guardG2796.2%
guardG into evade down2595.8%
Sentai4K into Sentai Shumen4KP1954.4%
crouch dash forward into Sen'inshou3P1613.6%
guardG into Senkyutai1K1232.8%
guardG into Sentai Shumen4KP912.0%
guardG into Banchu6P841.9%
evade down into guardG701.6%
Banchu6P into crouch dash forward661.5%
Banchu6P631.4%
Juchou Senshou8P+K631.4%
guardG into throw escape601.3%
guardG into Dantai3K551.2%
Ukoushin46P+K into crouch dash forward541.2%

407 further openings account for the other 2,467 rounds.

Counted from 1,110 of the 1,141 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
Akira52–52 · 50%20–13 · 61%-10.6
Wolf53–45 · 54%17–16 · 52%-1.1
Jacky35–33 · 51%18–25 · 42%+10.2
Jeffry20–23 · 47%7–13 · 35%too few to test
Goh22–19 · 54%17–7 · 71%too few to test
Kage21–21 · 50%13–8 · 62%too few to test
Shun16–18 · 47%12–9 · 57%too few to test
Aoi22–14 · 61%5–6 · 45%too few to test
Lau10–18 · 36%7–5 · 58%too few to test
Sarah8–17 · 32%4–6 · 40%too few to test
El Blaze8–14 · 36%3–4 · 43%too few to test
Lei Fei10–14 · 42%5–5 · 50%too few to test
Jean8–9 · 47%5–12 · 29%too few to test
Lion16–20 · 44%0–0 · —too few to test
Pai6–8 · 43%8–4 · 67%too few to test
Vanessa8–10 · 44%4–1 · 80%too few to test
Brad3–9 · 25%4–2 · 67%too few to test
Taka5–11 · 31%2–5 · 29%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.

31 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?

El Blaze

Career
54–45 · 54.5%
This season
52 matches · 51.9%
Peak rank
24

First hit in 40.4% of 218 rounds. Won 54.5% of the rounds they struck first, 49.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP4319.7%
guardG into evade down115.0%
crouch dash forward into Straight6P+K94.1%
forward movement into Jab~High KickPK94.1%
throw escape73.2%
Demon Dance9P+K into Demon's Tail9P+KK62.8%
Hammer Smash46P+K62.8%
crouch into Straight6P+K52.3%
evade down into guardG52.3%
evade up into crouch dash forward52.3%
crouch into evade up41.8%
evade up into Short Upper3P41.8%
forward movement into evade down41.8%
Shadow Strike6P into Shadow Fang6PK31.4%
crouch dash forward into Jumping Hammer Knuckle8P+K31.4%

73 further openings account for the other 94 rounds.

Goh

Career
53–111 · 32.3%
This season
5 matches · 20.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into Kirin33P416.0%
forward movement into punchP312.0%
Kurogane Kudaki66P28.0%
Hiji'ate6P into Tsukikage6K14.0%
Kusabigeri2K into Hiji'ate6P14.0%
Maegeri3K into Batousatsu3KP14.0%
crouch into evade up14.0%
evade up into crouch14.0%
evade up into punchP14.0%
evade up into throw escape14.0%
forward movement into Kasumigoroshi~ShikigamiPKP14.0%
forward movement into Kirin33P14.0%
forward movement into Kokuryusatsu Ichi46P+K14.0%
forward movement into Kurogane Kudaki66P14.0%
forward movement into Raikou3P14.0%

4 further openings account for the other 4 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 (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: 11 of 18 tests hold up
  • El Blaze: not tested (too few rounds)
  • Goh: not tested (too few rounds)