VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

PinMen

  • Akira
  • Lei Fei
  • Jean
  • Kage
Career matches6,072
Career win rate51.7%
Round win rate49.6%
Peak rank33
Distinct opponents325
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1571 #1,539 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

Lion333,0141,5381,47651.0%
Akira301,45974771251.2%
Jean2774837137749.6%
Lei Fei3067336430954.1%
Kage271781176165.7%

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

3,328 of 3,823 rounds counted

7.6 inputs a second (456 a minute) this season. Faster than 62% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.54521,655
Akira7.84661,477
Lei Fei7.0420176
Jean6.338016
Kage6.13684

By opponent's character

Akira7.7463369
Jacky7.5451317
Pai7.8470294
Jeffry7.7461231
Wolf7.9473243
Sarah7.4445229
Aoi7.7462213
Goh7.8471173
Lion7.5448179
Jean7.3438160
Shun7.4445143
El Blaze7.8465132
Brad7.6457113
Kage7.0422120
Lau7.3436106
Eileen7.7465100
Vanessa7.746466
Dural7.645761
Lei Fei7.343745
Taka7.243034

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

Akira106565052.8%+1.9
Jacky92504254.4%+5.2
Pai87454251.7%+3.0
Jeffry69274239.1%-11.7
Wolf66283842.4%-8.8
Sarah60303050.0%+2.4
Aoi54302455.6%+5.1
Goh53292454.7%+6.4
Lion50262452.0%+5.1
Jean47252253.2%-1.1
Shun46232350.0%-4.8
El Blaze36181850.0%-0.5
Brad34151944.1%-1.2
Kage34201458.8%+8.1
Lau32161650.0%+3.4
Eileen24111345.8%-10.8
Vanessa2091145.0%-7.7
Dural1771041.2%-2.0
Lei Fei136746.1%+2.4
Taka92722.2%-18.0

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

Half Fence113615254.0%+4.7
Full Fence104545051.9%+1.2
Octagon102574555.9%+8.3
Breakable Half Fence98514752.0%+3.4
Low Fence95455047.4%-6.7
Breakable Full Fence93405343.0%-8.5
Single Wall88533560.2%+11.0
Rectangle85384744.7%-2.8
Open83434051.8%+2.4
Full Fence and Open54243044.4%-7.2

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
Walls59550.6%49.4%+1.2
No walls26653.0%51.2%+1.8

Walls against open: -0.7 points (95% range -7.7 to +6.4), p 0.857 — 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

天下一品こってりラー (Rank 35)2026/10/1873442.9%
ガリバー (Rank 32)2026/10/1787187.5%
鳩男 (Rank 31)2026/10/1792722.2%
hattori1357 (Rank 35)2026/10/1685362.5%
AlicerLandeel (Rank 32)2026/10/1373442.9%
BANANA (Rank 30)2026/10/1296366.7%
え~る (Rank 31)2026/09/22127558.3%
どろパイ (Rank 29)2026/09/1483537.5%
ぽん (Rank 30)2026/09/14168850.0%
太鼓の別人@夏Bonus無し (Rank 30)2026/09/1476185.7%
躑躅 (Rank 36)2026/09/149090.0%
クロサギ@はなちゃん (Rank 32)2026/09/12105550.0%
ありがとナス (Rank 27)2026/09/12148657.1%
cjnholife (Rank 26)2026/09/1075271.4%
ほーげつ (Rank 27)2026/09/0596366.7%
銀 (Rank 29)2026/09/0384450.0%
ダッシュハンマー (Rank 27)2026/08/0474357.1%
なかもか (Rank 31)2026/08/0381712.5%
りてりん (Rank 29)2026/07/3175271.4%
Koutei (Rank 30)2026/07/30135838.5%
くっきー爆弾 (Rank 21)2026/07/3087187.5%
くろなぎ (Rank 31)2026/07/27116554.5%
LEO (Rank 30)2026/07/2683537.5%
orz (Rank 26)2026/07/2695455.6%
sarusuke-gun (Rank 27)2026/06/1982625.0%

Round openings

Every character

Juchou Senshou8P+K2357.1%
Rimon Chouchu66P1955.9%
forward dash into Jouho Touken6P1043.1%
Taizan Soukoushu4P+K862.6%
backdash into Sentai4K792.4%
Tourou Teihozen (Deflect)4P+K+G702.1%
forward dash into throwP+G702.1%
forward dash into forward punch+kick6P+K652.0%
Tourou Teihozen (Deflect)4P+K+G into crouch571.7%
guardG into Chouyoushu1P551.7%
guardG into Juchou Senshou8P+K531.6%
backdash into back kick+guard4K+G451.4%
Kaikyusei4P into Sayu Kaikyu4PP431.3%
backdash into Chouyoushu1P431.3%
Jouho Senshou46P391.2%

466 further openings account for the other 2,081 rounds.

Counted from 821 of the 949 matches played. The rest were not pulled for openings.

Lion

Career
1,538–1,476 · 51.0%
This season
525 matches · 49.0%
Peak rank
33

First hit in 49.1% of 1,584 rounds. Won 52.7% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 7.1% of rounds, against 2.4% in their other rounds.
  • Against Pai: evades first in 13.3% of rounds, against 5.9% against everyone else.
  • After winning a round: attacks straight away in 62.4% of rounds, against 47.2% after losing one.
  • When ahead: attacks straight away in 63.6% of rounds, against 49.7% when level or behind.
  • In round 3: opens with “backdash into 4K Sentai” in 8.4% of rounds, against 3.8% in their other rounds.
  • Against Goh: opens with “4P+K Taizan Soukoushu” in 12.7% of rounds, against 4.8% against everyone else.
  • After opening the round before with “8P+K Juchou Senshou”: opens with “backdash into 4K Sentai” in 11.9% of rounds, against 4.9% after anything else.
  • After winning a round: opens with “4P+K+G Tourou Teihozen (Deflect) into crouch” in 6.8% of rounds, against 2.3% after losing one.
  • When ahead: opens with “4P+K+G Tourou Teihozen (Deflect)” in 7.9% of rounds, against 3.2% when level or behind.

How is this tested?

Juchou Senshou8P+K23514.6%
Taizan Soukoushu4P+K865.3%
backdash into Sentai4K794.9%
Tourou Teihozen (Deflect)4P+K+G704.3%
Tourou Teihozen (Deflect)4P+K+G into crouch573.5%
guardG into Juchou Senshou8P+K533.3%
backdash into back kick+guard4K+G452.8%
backdash into Juchou Senshou8P+K352.2%
crouch into Shicchi Soutai3K+G352.2%
Sentai4K into Sentai Shumen4KP322.0%
Kouho Hachihonsui44P+K into HakotsushuP+K+G301.9%
forward dash into throwP+G231.4%
punchP221.4%
Katousui2P211.3%
Koushu RensuiPP into Rensui SoushuPPP+K181.1%

218 further openings account for the other 769 rounds.

Counted from 397 of the 525 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
Jacky13–12 · 52%11–7 · 61%too few to test
Akira11–11 · 50%7–11 · 39%too few to test
Jeffry11–7 · 61%4–10 · 29%too few to test
Pai14–12 · 54%2–2 · 50%too few to test
Jean10–7 · 59%7–5 · 58%too few to test
Goh8–10 · 44%3–1 · 75%too few to test
Lion9–8 · 53%3–3 · 50%too few to test
El Blaze5–7 · 42%5–2 · 71%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.

128 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?

Akira

Career
747–712 · 51.2%
This season
374 matches · 50.0%
Peak rank
30

First hit in 50.8% of 1,490 rounds. Won 53.0% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 48.4% of rounds, against 28.9% in their other rounds.
  • Against Brad: moves in first in 42.9% of rounds, against 19.2% against everyone else.
  • When ahead: backs off first in 16.6% of rounds, against 10.0% when level or behind.
  • In round 1: opens with “66P Rimon Chouchu” in 21.7% of rounds, against 10.0% in their other rounds.
  • Against Brad: opens with “forward dash into P+G throw” in 12.2% of rounds, against 2.7% against everyone else.
  • After losing a round: opens with “forward dash into 6P Jouho Touken” in 8.5% of rounds, against 5.1% after winning one.

How is this tested?

Rimon Chouchu66P19512.9%
forward dash into Jouho Touken6P1046.9%
forward dash into forward punch+kick6P+K654.3%
guardG into Chouyoushu1P553.6%
forward dash into throwP+G453.0%
Kaikyusei4P into Sayu Kaikyu4PP432.8%
backdash into Chouyoushu1P432.8%
Jouho Senshou46P392.6%
Senzankou66P+K into throwP+G392.6%
evade down into Senzankou66P+K382.5%
guardG into Jouho Touken6P382.5%
Chouyoushu1P342.2%
guardG into forward dash261.7%
evade down into Jouho Senshou46P251.6%
evade down into Souka Housui3P+K241.6%

182 further openings account for the other 701 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf10–13 · 43%4–6 · 40%too few to test
Akira18–11 · 62%6–4 · 60%too few to test
Pai14–17 · 45%2–3 · 40%too few to test
Sarah13–6 · 68%5–3 · 62%too few to test
Aoi9–8 · 53%6–3 · 67%too few to test
Jeffry6–12 · 33%2–2 · 50%too few to test
Jacky8–10 · 44%3–1 · 75%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.

How is this tested?

Lei Fei

Career
364–309 · 54.1%
This season
45 matches · 57.8%
Peak rank
30

First hit in 47.2% of 176 rounds. Won 56.6% of the rounds they struck first, 48.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

offensive move169.1%
offensive move into evade down148.0%
offensive move into crouch105.7%
offensive move into Kakushu Suigeki6P84.5%
guardG into Kaisei Tento1P+K63.4%
offensive move into Kinkei DokuritsuP+K63.4%
offensive move into evade up63.4%
guardG into punchP52.8%
punchP52.8%
Sayu ShoukenPP into Renkan MahosuiPPP42.3%
offensive move into Fujinkyaku2K42.3%
offensive move into Zensoutai2K+G42.3%
backdash into Kaisei Tento1P+K31.7%
guardG into offensive move31.7%
offensive move into guardG31.7%

62 further openings account for the other 79 rounds.

Jean

Career
371–377 · 49.6%
This season
4 matches · 50.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kake'uchi46P into Kake'uchi~Maekeri'age46PK425.0%
Agezuki3P+K212.5%
Oiseikenzuki (Deflect)236P+K16.2%
backdash into Doumawashi Kaitengeri46K+G16.2%
backdash into Kake'uchi46P16.2%
backward movement into Yoko'enpi6P16.2%
evade up into kickK16.2%
guardG into Agezuki3P+K16.2%
guardG into Renge Karitsumi2K+G16.2%
guardG into evade down16.2%
guardG into forward movement16.2%
punchP16.2%

Kage

Career
117–61 · 65.7%
This season
1 matches · 100.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rakujin Gaeri44P125.0%
Ryu'eikyaku66K125.0%
Ura Tsumujigeri44K125.0%
guardG into evade down125.0%

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 (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

  • Lion: 9 of 15 tests hold up
  • Akira: 6 of 15 tests hold up
  • Lei Fei: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Kage: not tested (too few rounds)