VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

ndroiworld

  • Brad
  • Jacky
  • Jeffry
Career matches2,079
Career win rate64.4%
Round win rate54.1%
Peak rank42
Distinct opponents171
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1809 #353 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

Lion4284853731163.3%
Brad4080651928764.4%
Jacky3640726514265.1%
Jeffry251817194.4%

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

2,412 of 2,562 rounds counted

10.8 inputs a second (645 a minute) this season. Faster than 98% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion10.96541,243
Brad10.7642913
Jacky10.3617256

By opponent's character

Akira10.9655298
Jacky11.0661280
Lau10.7642278
Shun10.8651223
Kage10.6635203
Lion10.8646190
Jean10.7641111
Aoi10.6636107
Pai10.9657117
Wolf11.266989
Jeffry10.764084
Sarah10.462354
Taka10.261474
Vanessa10.060379
El Blaze10.864555
Goh10.663646
Lei Fei11.065848
Brad10.462627
Dural11.468124
Eileen10.563225

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

Akira75363948.0%-9.0
Jacky70442662.9%+6.0
Lau67343350.8%-0.2
Shun63432068.2%+11.5
Kage49232646.9%-8.0
Lion49252451.0%-1.1
Jean31211067.7%+8.2
Aoi2921872.4%+16.1
Pai27151255.6%-12.2
Wolf2520580.0%+22.4
Jeffry23111247.8%-8.4
Sarah2214863.6%+3.9
Taka1910952.6%-8.3
Vanessa1991047.4%-11.9
El Blaze148657.1%-2.2
Goh126650.0%-2.9
Lei Fei114736.4%-18.0
Brad72528.6%-30.7
Dural75271.4%+16.2
Eileen63350.0%-14.1

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.

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

Rectangle84473756.0%+1.5
Breakable Full Fence71363550.7%-6.2
Breakable Half Fence65402561.5%+2.9
Low Fence64432167.2%+10.2
Single Wall64402462.5%+6.2
Full Fence59312852.5%-4.3
Octagon56302653.6%-1.9
Half Fence51252649.0%-10.5
Open49282157.1%+1.4
Full Fence and Open42231954.8%-3.0

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
Walls38654.1%56.5%-2.4
No walls17762.7%57.0%+5.7

Walls against open: -8.1 points (95% range -17.0 to +0.8), p 0.075 — 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

くりたろう (Rank 38)2026/09/30137653.9%
B軍団 (Rank 35)2026/09/27105550.0%
ctraum (Rank 39)2026/09/1673442.9%
STAGEW(ON)@스테이지원 (Rank 41)2026/09/13125741.7%
manatsu_7 (Rank 37)2026/09/132281436.4%
マサオチョップの廻天 (Rank 39)2026/09/11147750.0%
デネ (Rank 41)2026/09/091761135.3%
マハリータまるこ (Rank 39)2026/09/0695455.6%
ハマラウ (Rank 43)2026/09/021651131.2%
どっせ (Rank 41)2026/09/0274357.1%
あむざん (Rank 42)2026/08/2694544.4%
ちゃあ (Rank 38)2026/08/2676185.7%
CLEARCARE (Rank 41)2026/08/2263350.0%
かえる (Rank 39)2026/08/2283537.5%
亜希 (Rank 43)2026/08/21115645.5%
interceptor (Rank 40)2026/08/051713476.5%
jean (Rank 43)2026/08/0283537.5%
PuzzG/ぱず爺 (Rank 36)2026/08/021611568.8%
GP (Rank 40)2026/08/0283537.5%
テクノモデル (Rank 35)2026/07/241771041.2%
うをん (Rank 31)2026/07/22660100.0%
lapislazuli (Rank 38)2026/07/1476185.7%
漂泊の民回線ジプシー (Rank 34)2026/06/2172528.6%
whitnes (Rank 32)2026/06/16116554.5%
muumuu (Rank 38)2026/06/14104640.0%

Round openings

Every character

backdash into evade down30612.0%
backdash into evade up27210.7%
Juchou Senshou8P+K into Souji SenpuP+K943.7%
Ducking6P+K+G into Crush Knee KickK+G893.5%
Banchu6P823.2%
crouch into Katousui2P823.2%
backdash into Sentai4K793.1%
backdash into Stop Kick4K742.9%
backward movement into evade down712.8%
backward movement into evade up512.0%
crouch into Sharp Shoot1P461.8%
backdash into crouch dash forward381.5%
Middle Spin Kick66K into Ten Kao6K361.4%
backdash into Sway Back4P+K+G351.4%
offensive move into High Spin KickK+G341.3%

296 further openings account for the other 1,154 rounds.

Counted from 619 of the 625 matches played. The rest were not pulled for openings.

Lion

Career
537–311 · 63.3%
This season
308 matches · 55.8%
Peak rank
42

First hit in 55.9% of 1,270 rounds. Won 55.8% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 41.6% of rounds, against 28.9% in their other rounds.
  • Against Pai: waits first in 32.0% of rounds, against 8.9% against everyone else.
  • On Single Wall stages: backs off first in 68.3% of rounds, against 49.6% on the other stages.
  • After winning a round: backs off first in 64.2% of rounds, against 44.7% after losing one.
  • When behind: waits first in 14.7% of rounds, against 7.5% when ahead or level.
  • In round 4 or later: opens with “backdash into evade down” in 16.6% of rounds, against 9.8% in their other rounds.
  • Against Pai: opens with “crouch into 2P Katousui” in 25.8% of rounds, against 4.8% against everyone else.
  • On Full Fence stages: opens with “backdash into evade up” in 26.7% of rounds, against 10.5% on the other stages.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 23.3% of rounds, against 10.9% after anything else.
  • After losing a round: opens with “6P Banchu” in 13.5% of rounds, against 2.2% after winning one.
  • When behind: opens with “6P Banchu” in 15.7% of rounds, against 3.9% when ahead or level.

How is this tested?

backdash into evade up15312.0%
backdash into evade down14911.7%
Juchou Senshou8P+K into Souji SenpuP+K947.4%
Banchu6P826.4%
crouch into Katousui2P826.4%
backdash into Sentai4K796.2%
backward movement into evade down493.8%
crouch into Shicchi Soutai3K+G332.6%
Ryusei Renkoushu46P+KP into Rensansui Banchu46P+KPP312.4%
Tourou Hassou41236P into punchP312.4%
backward movement into evade up302.4%
backdash into Tanhikyaku46K272.1%
backdash into Dantai3K221.7%
backward movement into guardG171.3%
punchP into Koushu RensuiPP171.3%

141 further openings account for the other 379 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun11–7 · 61%14–4 · 78%too few to test
Akira10–10 · 50%6–6 · 50%too few to test
Kage10–13 · 43%6–5 · 55%too few to test
Lau9–12 · 43%5–2 · 71%too few to test
Jacky7–9 · 44%13–4 · 76%too few to test
Pai3–5 · 38%6–2 · 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?

Brad

Career
519–287 · 64.4%
This season
225 matches · 52.0%
Peak rank
40

First hit in 46.1% of 905 rounds. Won 55.4% of the rounds they struck first, 50.6% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 6.3% of rounds, against 2.0% in their other rounds.
  • Against Akira: backs off first in 63.6% of rounds, against 46.2% against everyone else.
  • After opening the round before by moving in: moves in first in 14.3% of rounds, against 5.3% after anything else.
  • After winning a round: backs off first in 59.2% of rounds, against 43.1% after losing one.
  • In round 2: opens with “6P+K+G Ducking into K+G Crush Knee Kick” in 13.9% of rounds, against 8.5% in their other rounds.
  • Against Akira: opens with “backdash into evade up” in 16.7% of rounds, against 6.7% against everyone else.
  • After winning a round: opens with “backdash into evade down” in 18.5% of rounds, against 7.5% after losing one.
  • When ahead: opens with “6P+K+G Ducking into K+G Crush Knee Kick” in 15.6% of rounds, against 7.0% when level or behind.

How is this tested?

backdash into evade down10811.9%
Ducking6P+K+G into Crush Knee KickK+G899.8%
backdash into Stop Kick4K748.2%
backdash into evade up748.2%
crouch into Sharp Shoot1P465.1%
Middle Spin Kick66K into Ten Kao6K364.0%
backdash into Sway Back4P+K+G353.9%
offensive move into High Spin KickK+G343.8%
Elbow Hook6P323.5%
Jackal Straight46P+K into Rapid Double JabP+K212.3%
backdash into crouch dash forward192.1%
forward dash into Middle Spin Kick66K131.4%
backdash into Shovel Hook Triple2P+KPP121.3%
Sharp Shoot1P111.2%
backdash into throw escape111.2%

108 further openings account for the other 292 rounds.

Counted from 223 of the 225 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira10–14 · 42%1–0 · 100%too few to test
Jacky13–6 · 68%8–3 · 73%too few to test
Lau10–11 · 48%3–5 · 38%too few to test
Lion7–10 · 41%6–2 · 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.

2 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?

Jacky

Career
265–142 · 65.1%
This season
87 matches · 70.1%
Peak rank
36

First hit in 54.0% of 339 rounds. Won 67.2% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 47.0% of rounds, against 24.5% in their other rounds.
  • After winning a round: backs off first in 73.6% of rounds, against 48.7% after losing one.
  • After being hit first in the round before: backs off first in 70.8% of rounds, against 55.9% after landing the first hit.
  • In round 2: opens with “backdash into evade down” in 21.7% of rounds, against 10.9% in their other rounds.
  • On Breakable Half Fence stages: opens with “6P Middle Smash” in 18.5% of rounds, against 6.5% on the other stages.

How is this tested?

backdash into evade down4613.5%
backdash into evade up4112.1%
Middle Smash6P288.2%
Middle Spin Kick46K+G into Spinning KickK+G154.4%
backward movement into evade up144.1%
crouch into Low Spin Kick1K+G144.1%
backward movement into evade down123.5%
Groin Kick6K+G102.9%
backdash into crouch dash forward102.9%
crouch into Squat Straight2P102.9%
backward movement into Groin Kick6K+G82.4%
Groin Kick6K+G into Spinning KickK+G61.8%
backward movement into guardG61.8%
Middle Spin Kick46K+G into throwP+G51.5%
Somersault Kick7K into kickK51.5%

67 further openings account for the other 110 rounds.

Counted from 83 of the 87 matches played. The rest were not pulled for openings.

Jeffry

Career
17–1 · 94.4%
This season
5 matches · 80.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Elbow Butt6P419.1%
backdash into evade up419.1%
backdash into evade down314.3%
backdash into punchP29.5%
Overblow Shoulder66P+K14.8%
backdash into Knee Attack6K14.8%
backdash into Overblow Shoulder66P+K14.8%
backdash into Stunner KnuckleKP14.8%
backdash into Toe Kick2K14.8%
backdash into Tsunami Beat3K+G14.8%
backward movement into evade down14.8%
guardG into evade up14.8%

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 (45 here; about 2.2 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 16 tests hold up
  • Brad: 8 of 15 tests hold up
  • Jacky: 5 of 14 tests hold up
  • Jeffry: not tested (too few rounds)