VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

AS

  • Pai
  • Vanessa
  • Shun
  • Wolf
Career matches4,520
Career win rate55.0%
Round win rate55.4%
Peak rank38
Distinct opponents144
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1764 #496 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

Lion382,6201,4181,20254.1%
Vanessa381,33471162353.3%
Shun3428718010762.7%
Pai332441529262.3%
Wolf2735231265.7%

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

548 of 1,290 rounds counted

6.1 inputs a second (367 a minute) this season. Faster than 21% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.136786
Vanessa5.9356300
Lion6.5387162

By opponent's character

Jacky6.237036
Kage5.935389
Shun6.237541
Wolf6.237233
Jean6.337842
Akira6.035934
Sarah6.035843
Lau5.835139
Jeffry6.237219
Vanessa5.834725
Lei Fei5.935715
Brad6.438315
Lion6.035713
Eileen6.237328
Goh6.43858
Pai6.237017
Aoi6.941421
El Blaze6.539312
Dural6.035913
Taka6.53915

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

Jacky39261366.7%+10.8
Kage31151648.4%-9.4
Shun28151353.6%-3.1
Wolf27161159.3%+0.7
Jean26131350.0%-13.2
Akira22101245.5%-15.3
Sarah2114766.7%+0.1
Lau1912763.2%+7.7
Jeffry1712570.6%+1.2
Vanessa168850.0%-7.4
Lei Fei1511473.3%+15.9
Brad10100100.0%+38.9
Lion105550.0%-16.3
Eileen84450.0%-10.0
Goh770100.0%+42.3
Pai75271.4%+8.8
Aoi64266.7%+3.4
El Blaze61516.7%-37.8
Dural53260.0%-4.9
Taka110100.0%+44.1

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Full Fence45222348.9%-13.3
Breakable Full Fence38261268.4%+9.9
Rectangle35231265.7%+4.4
Octagon33181554.5%-7.2
Half Fence32221068.8%+11.4
Low Fence32181456.2%-2.9
Open29171258.6%-0.8
Single Wall28131546.4%-13.3
Breakable Half Fence1811761.1%+4.5
Full Fence and Open1812666.7%+4.5

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20160.7%60.0%+0.7
No walls8953.9%58.9%-5.0

Walls against open: +5.7 points (95% range -7.3 to +18.8), p 0.389 — 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

マサオ(AO) (Rank 37)2026/08/0574357.1%
ちゃんゆき/takayuki_vf (Rank 36)2026/08/0553260.0%
hitosasiyubi777 (Rank 37)2026/08/0543175.0%
sarurou-youtube (Rank 39)2026/08/0552340.0%
RUSH (Rank 37)2026/07/2575271.4%
指無しライダー (Rank 40)2026/07/2531233.3%
ビルちゃん (Rank 40)2026/05/3042250.0%
a.k.aとりてん (Rank 37)2026/05/3094544.4%
いえす (Rank 41)2026/05/2954180.0%
FoooooL (Rank 32)2026/05/2653260.0%
エル・シエロ (Rank 36)2026/05/2374357.1%
ジズー (Rank 30)2026/05/1732166.7%
ボブソン (Rank 35)2026/05/1654180.0%
ハマラウ (Rank 41)2026/05/1641325.0%
markey39 (Rank 29)2026/05/0985362.5%
lemon@のびしろF (Rank 30)2026/05/0964266.7%
satoru5110 (Rank 33)2026/05/0941325.0%
new_cult33 (Rank 36)2026/05/094040.0%
hsat0310 (Rank 34)2026/05/0853260.0%
inoshikatyo1007 (Rank 34)2026/05/0732166.7%
skyward_wildcat4 (Rank 32)2026/05/07440100.0%
handesu519 (Rank 28)2026/04/3032166.7%
ガルポ大統領vtuber (Rank 33)2026/04/3043175.0%
tamaneen (Rank 29)2026/04/30440100.0%
Zan0724 (Rank 28)2026/04/3042250.0%

Round openings

Every character

forward movement into punchP967.4%
Senchuken6P937.2%
punchP846.5%
Defensive Style: Wind Elbow765.9%
Defensive Style: punch372.9%
Defensive Style: Stinger Low Blow352.7%
Defensive Style: Spinning Savate342.6%
Defensive Style: backdash into Bone Crush Middle3K262.0%
Gyou'in Haishu3P251.9%
Defensive Style: Back Charge Kick221.7%
Honshin Soukyaku1K+G211.6%
evade up into crouch dash forward211.6%
backdash into Honrakukyaku46K+G201.5%
punchP into RenshouPP201.5%
RenshouPP into RaigekishouPPP171.3%

238 further openings account for the other 669 rounds.

Vanessa

Career
711–623 · 53.3%
This season
117 matches · 50.4%
Peak rank
38

First hit in 21.7% of 475 rounds. Won 54.4% of the rounds they struck first, 47.6% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “Defensive Style: Spinning Savate” in 22.2% of rounds, against 2.2% in their other rounds.
  • Against Kage: opens with “Defensive Style: Wind Elbow” in 30.9% of rounds, against 13.3% against everyone else.

How is this tested?

Defensive Style: Wind Elbow7615.8%
Defensive Style: punch377.7%
Defensive Style: Stinger Low Blow357.3%
Defensive Style: Spinning Savate347.1%
Defensive Style: backdash into Bone Crush Middle3K265.4%
Defensive Style: Back Charge Kick224.6%
Offensive Style: punch163.3%
Defensive Style: backdash into Back Charge Kick44K+G153.1%
Defensive Style: backdash into evade down153.1%
Defensive Style: backdash into Stinger Low Blow1P+K102.1%
Defensive Style: backdash into back kick+guard4K+G102.1%
Defensive Style: Bone Crush Middle91.9%
Defensive Style: Shadow Slicer91.9%
Offensive Style: backdash into Pile Bunker6P+K91.9%
Defensive Style: backdash into Boomerang Hook3P+K81.7%

74 further openings account for the other 149 rounds.

Pai

Career
152–92 · 62.3%
This season
119 matches · 67.2%
Peak rank
33

First hit in 58.8% of 471 rounds. Won 62.5% of the rounds they struck first, 57.2% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 73.1% of rounds, against 55.6% in their other rounds.
  • In round 1: opens with “6P Senchuken” in 32.8% of rounds, against 15.2% in their other rounds.

How is this tested?

Senchuken6P9319.6%
forward movement into punchP7014.7%
punchP5311.2%
Honshin Soukyaku1K+G214.4%
backdash into Honrakukyaku46K+G204.2%
evade up into crouch dash forward204.2%
punchP into RenshouPP204.2%
RenshouPP into RaigekishouPPP173.6%
Kochoukyaku4K+G112.3%
Senchutai3K112.3%
backdash into Senchutai3K102.1%
crouch dash forward into Souanshou3P+K102.1%
evade up into Souanshou3P+K91.9%
Ryoushou6P+K into Renkan Maho Chuken6P+KP81.7%
backdash into evade down81.7%

59 further openings account for the other 94 rounds.

Lion

Career
1,418–1,202 · 54.1%
This season
47 matches · 57.5%
Peak rank
38

First hit in 56.4% of 181 rounds. Won 63.7% of the rounds they struck first, 41.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP2614.0%
punchP2111.3%
Juchou Senshou8P+K158.1%
backdash into Juchou Senshou8P+K158.1%
backdash into Sentai4K105.4%
Koushutai44K73.8%
Banchu6P63.2%
crouch dash forward into Sen'inshou3P63.2%
punchP into forward dash63.2%
punchP into kickK63.2%
Katousui2P52.7%
Senkyutai1K42.1%
Shicchi Soutai3K+G42.1%
Dantai3K31.6%
Sentai4K31.6%

33 further openings account for the other 49 rounds.

Shun

Career
180–107 · 62.7%
This season
29 matches · 69.0%
Peak rank
34

First hit in 62.2% of 119 rounds. Won 62.2% of the rounds they struck first, 57.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyou'in Haishu3P2521.0%
Kasen Chugeki6P1310.9%
Fukuchougeki2P1210.1%
Haisenchu1P65.0%
Tenshin Haishu4P65.0%
backward movement into Kasen Chugeki6P65.0%
Haisenchu1P into Haisenchu Kaikakyaku1PK54.2%
Getsuga Gakushu46P43.4%
backdash into Getsuga Gakushu46P43.4%
punchP43.4%
Fukuchougeki2P into backdash32.5%
Getsuga Gakushu46P into Getsuga Gyou'in46PP+K32.5%
Gyou'in Haishu3P into guardG32.5%
backdash into Rengeki Gakushu46PPP32.5%
backward movement into Kasen Zenbokushou6PP21.7%

19 further openings account for the other 20 rounds.

Wolf

Career
23–12 · 65.7%
This season
9 matches · 66.7%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP616.7%
forward movement into Elbow Butt4P411.1%
Comet Hook1P into Knuckle Part1PP38.3%
backdash into Elbow Butt4P38.3%
Low Hammer2P25.6%
Rolling Savate6K+G25.6%
backdash into Rolling Savate6K+G25.6%
Arrow Knuckle3P12.8%
Arrow Knuckle3P into evade down12.8%
Comet Hook1P12.8%
Elbow Butt4P12.8%
Low Drop Kick62K12.8%
Savate4K12.8%
Short Shoulder46P+K12.8%
backdash into evade down12.8%

6 further openings account for the other 6 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 (30 here; about 1.5 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

  • Vanessa: 2 of 15 tests hold up
  • Pai: 2 of 15 tests hold up
  • Lion: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Wolf: not tested (too few rounds)