VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

しんのじ

  • Pai
  • Taka
  • El Blaze
Career matches3,211
Career win rate51.1%
Round win rate48.0%
Peak rank28
Distinct opponents203
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1298 #3,131 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

Lion281,61380880550.1%
Pai281,48978270752.5%
Taka2262283445.2%
El Blaze2247232448.9%

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

1,679 of 1,834 rounds counted

8.4 inputs a second (506 a minute) this season. Faster than 78% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai8.6517873
Lion8.2492749
Taka8.651644
El Blaze8.249013

By opponent's character

Wolf8.9534217
Akira8.4505213
Aoi8.2489136
Jacky8.6518140
Pai8.2491118
Jeffry9.054090
El Blaze8.1488105
Goh8.852794
Sarah8.2489108
Shun8.852694
Kage7.846663
Lion8.450564
Jean8.249459
Lei Fei8.048154
Lau8.249431
Brad8.048135
Taka8.953425
Vanessa7.847017
Eileen7.947516

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

Wolf55173830.9%-12.6
Akira54332161.1%+18.4
Aoi38221657.9%+15.3
Jacky35112431.4%-15.8
Pai33151845.5%+0.3
Jeffry31141745.2%-2.5
El Blaze30181260.0%+15.5
Goh28121642.9%-7.0
Sarah2681830.8%-14.8
Shun26131350.0%+8.0
Kage189950.0%+5.7
Lion1851327.8%-16.1
Jean1761135.3%-5.7
Lei Fei158753.3%+5.9
Lau117463.6%+15.4
Brad92722.2%-12.1
Taka71614.3%-31.7
Vanessa52340.0%-9.1
Eileen43175.0%+31.1
Dural1010.0%-47.2

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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 Fence53223141.5%-0.8
Octagon50262452.0%+6.3
Breakable Half Fence48163233.3%-11.4
Low Fence48143429.2%-16.5
Single Wall48222645.8%+0.9
Breakable Full Fence41231856.1%+12.1
Full Fence and Open39231659.0%+11.7
Open39172243.6%-1.2
Half Fence37162143.2%-0.2
Rectangle37152240.5%-8.2

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
Walls26644.4%44.7%-0.3
No walls13539.3%44.6%-5.3

Walls against open: +5.0 points (95% range -5.4 to +15.4), p 0.345 — 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

かりすまっくすさん★ (Rank 24)2026/10/1762433.3%
ゅろぽ (Rank 24)2026/10/14115645.5%
え~る (Rank 27)2026/10/114040.0%
mitorakujo (Rank 27)2026/10/094040.0%
こて (Rank 27)2026/09/27124833.3%
Mon3tr (Rank 25)2026/09/1551420.0%
manekinecogames (Rank 23)2026/09/1464266.7%
dalmax72 (Rank 26)2026/09/13129375.0%
みみぞう (Rank 24)2026/08/31440100.0%
a_h_i_k_o (Rank 26)2026/08/3152340.0%
nikuzuki (Rank 21)2026/08/2352340.0%
失礼!スマッシュ☆彡 (Rank 26)2026/08/2292722.2%
omuretukun (Rank 22)2026/08/22770100.0%
Penoco (Rank 24)2026/08/1765183.3%
こうちゃん(`ー´)SRGM (Rank 28)2026/08/1741325.0%
μ (Rank 25)2026/07/2853260.0%
avolpe (Rank 24)2026/07/2654180.0%
taj_god333 (Rank 24)2026/07/15550100.0%
TigerMask (Rank 21)2026/07/1043175.0%
hexa-RAh (Rank 26)2026/07/0941325.0%
CHASER (Rank 22)2026/07/0672528.6%
トマト牛乳♪ (Rank 26)2026/07/0585362.5%
방가방가 (Rank 26)2026/06/2651420.0%
6132da (Rank 24)2026/06/2296366.7%
spiral (Rank 24)2026/06/0784450.0%

Round openings

Every character

forward movement into punchP18310.7%
crouch into down-back kick1K1649.6%
backdash into Honrakukyaku46K+G643.7%
Hi'en Tankyaku9K543.1%
evade up513.0%
backdash into Tenshin Oushoushou46P+K402.3%
backdash into Touku Rigou Bantaitetsu46K+G382.2%
evade down342.0%
guardG301.8%
guardG into evade down281.6%
backdash into Kishitsu Kasensou43P261.5%
guardG into evade up251.5%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK211.2%
Kousoutai2K+G181.1%
backdash into Kochoukyaku4K+G171.0%

301 further openings account for the other 920 rounds.

Counted from 430 of the 461 matches played. The rest were not pulled for openings.

Pai

Career
782–707 · 52.5%
This season
235 matches · 48.1%
Peak rank
28

First hit in 48.5% of 923 rounds. Won 52.9% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: moves in first in 24.6% of rounds, against 12.4% in their other rounds.
  • After winning a round: moves in first in 29.1% of rounds, against 10.3% after losing one.
  • When ahead: moves in first in 26.6% of rounds, against 13.2% when level or behind.
  • In round 1: opens with “9K Hi'en Tankyaku” in 13.9% of rounds, against 3.2% in their other rounds.
  • After winning a round: opens with “forward movement into P punch” in 20.6% of rounds, against 7.6% after losing one.
  • When ahead: opens with “forward movement into P punch” in 18.1% of rounds, against 10.5% when level or behind.

How is this tested?

crouch into down-back kick1K16417.7%
forward movement into punchP10311.1%
backdash into Honrakukyaku46K+G646.9%
Hi'en Tankyaku9K545.8%
backdash into Tenshin Oushoushou46P+K404.3%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK212.3%
evade up181.9%
guardG into evade down181.9%
backdash into Kochoukyaku4K+G171.8%
down-back kick1K161.7%
evade down161.7%
evade up into Enbikyaku3K+G141.5%
forward movement into RenshouPP141.5%
crouch into Renka Sentai2KK131.4%
Senchutai3K121.3%

134 further openings account for the other 343 rounds.

Counted from 231 of the 235 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Pai

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf6–10 · 38%5–8 · 38%too few to test
Aoi11–5 · 69%2–4 · 33%too few to test
Akira8–6 · 57%2–2 · 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.

4 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?

Lion

Career
808–805 · 50.1%
This season
212 matches · 40.6%
Peak rank
28

First hit in 56.9% of 728 rounds. Won 50.0% of the rounds they struck first, 40.8% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: moves in first in 24.0% of rounds, against 11.7% in their other rounds.
  • After winning a round: moves in first in 30.2% of rounds, against 5.6% after losing one.
  • When ahead: moves in first in 25.7% of rounds, against 9.2% when level or behind.
  • In round 4 or later: opens with “forward movement into P punch” in 18.3% of rounds, against 7.9% in their other rounds.
  • After winning a round: opens with “forward movement into P punch” in 23.6% of rounds, against 3.8% after losing one.
  • When ahead: opens with “forward movement into P punch” in 19.0% of rounds, against 7.6% when level or behind.

How is this tested?

forward movement into punchP7610.4%
backdash into Touku Rigou Bantaitetsu46K+G385.2%
evade up304.1%
backdash into Kishitsu Kasensou43P263.6%
Kousoutai2K+G182.5%
crouch into Kousoutai2K+G172.3%
evade down172.3%
evade up into Senkyutai1K172.3%
guardG172.3%
Attai2K into Tousentai2KK+G162.2%
Koushutai44K into Shaho Shasousui1P+K162.2%
guardG into evade up162.2%
Senputai8K into Katoutai8KK152.1%
backdash into Tenshin Ryou'inkyaku6K+G152.1%
crouch into Shicchi Soutai3K+G131.8%

154 further openings account for the other 382 rounds.

Counted from 185 of the 212 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
Akira11–7 · 61%1–2 · 33%too few to test
Wolf4–11 · 27%1–4 · 20%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.

27 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?

Taka

Career
28–34 · 45.2%
This season
11 matches · 63.6%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into Kachi'age33P+K49.1%
Morotezuki66P into Morote Tsuppari66PP36.8%
evade up36.8%
Kirikabu Kudaki1P+K24.5%
Kumoyaburi4P+K into Ten'yaburi4P+KP24.5%
evade down into Kachi'age33P+K24.5%
evade down into Mageryu46P24.5%
forward movement into punchP24.5%
guardG into evade down24.5%
guardG into evade up24.5%
punchP into evade up24.5%
Chu Tsuppari6P+K12.3%
Honda Harite4PP into Honda Kata'ate4PPP12.3%
Kachi'age33P+K12.3%
Shita Harite2P12.3%

14 further openings account for the other 14 rounds.

El Blaze

Career
23–24 · 48.9%
This season
3 matches · 0.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into Volcano Knee6K+G215.4%
forward movement into punchP215.4%
Shadow Strike6P17.7%
evade down17.7%
evade down into Volcano Upper4P+K17.7%
evade down into guardG17.7%
evade down into punchP17.7%
evade up into High Spin KickK+G17.7%
evade up into crouch dash forward17.7%
guardG17.7%
guardG into kickK17.7%

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

  • Pai: 6 of 15 tests hold up
  • Lion: 6 of 15 tests hold up
  • Taka: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)