VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

大谷 小平

  • El Blaze
  • Akira
  • Kage
Career matches5,168
Career win rate53.6%
Round win rate49.9%
Peak rank42
Distinct opponents470
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1796 #386 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

Lion373,2271,5581,66948.3%
El Blaze421,37484153361.2%
Kage3952434617866.0%
Akira3343241955.8%

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

5,656 of 5,766 rounds counted

7.9 inputs a second (473 a minute) this season. Faster than 69% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.84685,280
El Blaze9.0539281
Akira8.752490
Kage8.85275

By opponent's character

Jacky8.1487645
Akira8.2491593
Sarah7.7459390
Kage7.9472366
Brad7.9473376
Pai8.0477339
Wolf8.1487333
Shun7.6457294
Lau8.0481292
Aoi7.9471286
Jean7.8466265
Lion7.8471255
Jeffry7.9472243
Goh7.7462238
Lei Fei7.4444213
Vanessa7.8465196
El Blaze7.6456146
Eileen7.5452113
Taka7.645463
Dural7.444610

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

Jacky167818648.5%-1.0
Akira144846058.3%+5.7
Sarah96474949.0%+0.2
Kage93454848.4%-1.1
Brad90474352.2%+4.0
Pai85394645.9%-5.4
Wolf84414348.8%-4.7
Shun75383750.7%+2.4
Lau74373750.0%-0.5
Aoi72304241.7%-7.9
Jean64362856.2%+7.5
Lion62293346.8%-1.9
Jeffry61342755.7%+6.8
Goh60352558.3%+5.2
Lei Fei54252946.3%-3.5
Vanessa49262353.1%+0.7
El Blaze40142635.0%-16.1
Eileen28141450.0%+6.6
Taka156940.0%-11.1
Dural220100.0%+41.9

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Breakable Full Fence167818648.5%-3.5
Open162788448.1%-2.3
Half Fence159867354.1%+4.0
Breakable Half Fence147687946.3%-2.7
Octagon145687746.9%-3.9
Rectangle135577842.2%-7.7
Full Fence129626748.1%-2.4
Low Fence124725258.1%+8.2
Single Wall102604258.8%+9.1
Full Fence and Open62323051.6%+2.7

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
Walls88247.8%50.2%-2.3
No walls38854.1%50.4%+3.8

Walls against open: -6.1 points (95% range -12.2 to +0.1), p 0.053 — 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

ヘニオ (Rank 34)2026/10/17138561.5%
KumadaP (Rank 37)2026/10/1784450.0%
Hi:D (Rank 35)2026/10/16157846.7%
joechou222 (Rank 37)2026/10/161911857.9%
漂泊の民回線ジプシー (Rank 37)2026/10/16145935.7%
IkebukuroSarah (Rank 37)2026/10/16102820.0%
あをゐ (Rank 35)2026/10/16114736.4%
へにほに (Rank 37)2026/10/09126650.0%
danimura (Rank 35)2026/10/06113827.3%
W_takahashi_LJ (Rank 37)2026/10/06125741.7%
sizzle (Rank 41)2026/10/0592722.2%
会長さん (Rank 36)2026/10/05108280.0%
しょべるん (Rank 39)2026/10/05116554.5%
★闘将拉麵男★ (Rank 40)2026/10/051521313.3%
VLW_PS (Rank 35)2026/09/30138561.5%
寿司眼鉄 (Rank 39)2026/09/2625131252.0%
よーこー (Rank 36)2026/09/26104640.0%
のみ (Rank 34)2026/09/2697277.8%
鳩男 (Rank 31)2026/09/2496366.7%
DJG10159 (Rank 36)2026/09/24103730.0%
xu.simon29 (Rank 31)2026/09/24128466.7%
FoooooL (Rank 37)2026/09/1886275.0%
ふぇに (Rank 33)2026/09/151714382.3%
五寸釘くん (Rank 35)2026/09/1093633.3%
フルレバ (Rank 36)2026/09/09126650.0%

Round openings

Every character

Katousui2P3306.5%
punchP3016.0%
backdash into evade up2875.7%
forward movement into punchP2444.8%
Banchu6P2054.1%
backward movement into punchP961.9%
backdash into punchP951.9%
evade down into guardG931.8%
Senputai8K821.6%
guardG into throw escape691.4%
Juchou Senshou8P+K661.3%
backdash into Tanhikyaku46K661.3%
crouch dash forward into guardG621.2%
backward movement into guardG601.2%
Ukoushin46P+K into Ryusei Renkoushu46P+KP531.1%

547 further openings account for the other 2,942 rounds.

Counted from 1,240 of the 1,415 matches played. The rest were not pulled for openings.

Lion

Career
1,558–1,669 · 48.3%
This season
1,300 matches · 49.5%
Peak rank
37

First hit in 51.3% of 4,613 rounds. Won 51.0% of the rounds they struck first, 48.5% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 46.0% of rounds, against 39.8% in their other rounds.
  • Against Jacky: moves in first in 19.6% of rounds, against 9.4% against everyone else.
  • After winning a round: backs off first in 37.9% of rounds, against 25.1% after losing one.
  • When ahead: backs off first in 36.2% of rounds, against 28.2% when level or behind.
  • In round 4 or later: opens with “forward movement into P punch” in 7.8% of rounds, against 4.1% in their other rounds.
  • Against Jacky: opens with “forward movement into P punch” in 11.5% of rounds, against 4.3% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 10.2% of rounds, against 5.1% after anything else.
  • After losing a round: opens with “forward movement into P punch” in 7.5% of rounds, against 4.3% after winning one.

How is this tested?

Katousui2P3307.1%
punchP2966.4%
backdash into evade up2605.6%
forward movement into punchP2355.1%
Banchu6P2054.4%
backward movement into punchP962.1%
backdash into punchP891.9%
evade down into guardG831.8%
Senputai8K821.8%
guardG into throw escape671.4%
Juchou Senshou8P+K661.4%
backdash into Tanhikyaku46K661.4%
backward movement into guardG601.3%
Ukoushin46P+K into Ryusei Renkoushu46P+KP531.1%
guardG into punchP521.1%

445 further openings account for the other 2,594 rounds.

Counted from 1,136 of the 1,300 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
Jacky39–50 · 44%15–10 · 60%too few to test
Akira44–35 · 56%17–11 · 61%too few to test
Sarah23–35 · 40%11–4 · 73%too few to test
Kage22–26 · 46%12–10 · 55%too few to test
Pai16–19 · 46%15–13 · 54%too few to test
Wolf24–18 · 57%10–10 · 50%too few to test
Shun15–17 · 47%15–9 · 62%too few to test
Brad14–16 · 47%11–8 · 58%too few to test
Jean20–18 · 53%11–7 · 61%too few to test
Lau21–21 · 50%6–6 · 50%too few to test
Aoi19–24 · 44%4–11 · 27%too few to test
Jeffry14–17 · 45%10–10 · 50%too few to test
Goh13–15 · 46%13–5 · 72%too few to test
Vanessa11–7 · 61%7–12 · 37%too few to test
Lei Fei12–13 · 48%5–4 · 56%too few to test
Lion14–8 · 64%2–8 · 20%too few to test
El Blaze3–14 · 18%3–5 · 38%too few to test
Eileen5–7 · 42%4–4 · 50%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.

164 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
841–533 · 61.2%
This season
91 matches · 60.4%
Peak rank
42

First hit in 50.6% of 322 rounds. Won 60.7% of the rounds they struck first, 50.3% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 41.5% of rounds, against 24.2% in their other rounds.
  • After opening the round before by moving in: moves in first in 42.9% of rounds, against 20.3% after anything else.

How is this tested?

crouch dash forward into guardG3410.6%
backdash into evade down288.7%
Sit Jab2P216.5%
Straight6P+K175.3%
backdash into evade up175.3%
crouch dash forward into Shadow Strike6P154.7%
evade down into guardG103.1%
High-Speed Jab46P92.8%
backdash into Darkness Sword43K+G92.8%
Straight6P+K into backdash61.9%
crouch dash forward into punchP61.9%
Shouda46PP into Rising Back Spin Kick46PPK51.6%
backdash into Straight6P+K51.6%
backdash into Volcano Knee6K+G51.6%
backdash into throwP+G51.6%

73 further openings account for the other 130 rounds.

Counted from 80 of the 91 matches played. The rest were not pulled for openings.

Akira

Career
24–19 · 55.8%
This season
22 matches · 45.5%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1011.1%
forward movement into punchP77.8%
Senzankou66P+K into throwP+G55.6%
Housui2P33.3%
backdash into backward movement33.3%
backdash into punchP33.3%
Housui2P into forward dash22.2%
backdash22.2%
backdash into Sokutai3K22.2%
backdash into guardG22.2%
backdash into throwP+G22.2%
backward movement into Souka Housui3P+K22.2%
crouch dash back into guardG22.2%
forward dash into punchP22.2%
forward movement into SoutoP+K22.2%

40 further openings account for the other 41 rounds.

Kage

Career
346–178 · 66.0%
This season
2 matches · 100.0%
Peak rank
39

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Fusenjin3P120.0%
Yokoshutou4P+K into Hagakure-ryu You Jumonji KamaeP+K+G120.0%
backward movement into Nagiharai6P+K120.0%
backward movement into backdash120.0%
crouch dash forward into Kodachinuki4K120.0%

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 (32 here; about 1.6 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: 8 of 18 tests hold up
  • El Blaze: 2 of 14 tests hold up
  • Akira: not tested (too few rounds)
  • Kage: not tested (too few rounds)