VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

kaita

  • Goh
Career matches821
Career win rate53.0%
Round win rate45.0%
Peak rank27
Distinct opponents52
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1332 #2,997 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

Lion2766434531952.0%
Goh22157906757.3%

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

456 of 493 rounds counted

5.7 inputs a second (343 a minute) this season. Faster than 12% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion5.8345397
Goh5.533059

By opponent's character

Wolf5.935579
El Blaze5.633843
Akira5.835034
Jean5.533051
Jacky5.834531
Shun5.935239
Lion5.834613
Sarah5.533120
Vanessa5.733926
Brad5.633619
Aoi5.734017
Dural5.633516
Eileen5.331813
Jeffry5.834513
Lei Fei5.935412
Goh5.02976
Kage5.53307
Lau6.53888
Pai5.83499

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

Wolf2071335.0%-2.9
El Blaze147750.0%+6.3
Akira1331023.1%-10.8
Jean124833.3%-20.9
Jacky96366.7%+13.0
Shun94544.4%+10.5
Lion64266.7%+27.9
Sarah62433.3%-13.1
Vanessa64266.7%+26.6
Brad52340.0%+7.8
Aoi4040.0%-34.5
Dural4040.0%-38.9
Eileen31233.3%-21.9
Jeffry330100.0%+44.8
Lei Fei32166.7%+29.8
Goh2020.0%-39.0
Kage2020.0%-32.1
Lau220100.0%+46.1
Pai21150.0%+15.8

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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

Rectangle1812666.7%+20.2
Octagon1751229.4%-22.6
Single Wall1761135.3%-6.1
Full Fence1541126.7%-20.8
Breakable Half Fence146842.9%+9.4
Breakable Full Fence126650.0%+10.4
Open115645.5%+6.5
Half Fence103730.0%+1.2
Low Fence51420.0%-9.7
Full Fence and Open43175.0%+35.2

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls8641.9%42.5%-0.6
No walls3336.4%38.5%-2.2

Walls against open: +1.5 points (95% range -17.5 to +20.6), p 0.875 — 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

fazz00r (Rank 28)2026/10/182020.0%
ゆづ (Rank 18)2026/10/1831233.3%
IntakeAL (Rank 29)2026/10/122020.0%
イチゲン (Rank 28)2026/10/0731233.3%
juste (Rank 30)2026/10/072020.0%
DDaDDai (Rank 28)2026/09/1832166.7%
FreddieKing (Rank 28)2026/09/184040.0%
wcc6181 (Rank 28)2026/09/1131233.3%
orz (Rank 29)2026/09/1192722.2%
マクシミリアン15世 (Rank 31)2026/09/1131233.3%
獣王(設定2) (Rank 30)2026/09/0632166.7%
NoMark/ノーマーク (Rank 28)2026/09/0632166.7%
mikkunn3277 (Rank 25)2026/09/0632166.7%
SHUSHUSHU (Rank 29)2026/09/0551420.0%
エルモchYT★プなれ★ (Rank 25)2026/08/3031233.3%
紫荆一头牛 (Rank 23)2026/07/2953260.0%
聖☆奈♡♡ (Rank 25)2026/07/2831233.3%
トマト牛乳♪ (Rank 26)2026/07/0552340.0%
kimxxxtt (Rank 23)2026/06/283030.0%
りてりん (Rank 26)2026/06/2121150.0%
Railly'25 (Rank 25)2026/06/1332166.7%
xXsoul-childXx (Rank 27)2026/06/0632166.7%
무파ZeroBlue (Rank 29)2026/06/0631233.3%
TaKaArAsHi573 (Rank 25)2026/05/3032166.7%
ズサ齋藤 (Rank 12)2026/04/2632166.7%

Round openings

Every character

Juchou Senshou8P+K5111.6%
Katousui2P245.5%
Koushu RensuiPP into Rensui SoushuPPP+K194.3%
punchP184.1%
evade down153.4%
backdash into Karura4P+K143.2%
Ukoushin46P+K133.0%
Koushu RensuiPP into Renkan SenshouPPP122.7%
evade up into backdash112.5%
backdash into Sentai4K102.3%
In'you4P into Ni In'you4PP92.0%
evade down into crouch dash forward92.0%
evade down into forward dash92.0%
punchP into Koushu RensuiPP81.8%
Banchu6P into Banchu Renkanshu6PP71.6%

108 further openings account for the other 211 rounds.

Counted from 111 of the 125 matches played. The rest were not pulled for openings.

Lion

Career
345–319 · 52.0%
This season
106 matches · 43.4%
Peak rank
27

First hit in 48.8% of 373 rounds. Won 51.1% of the rounds they struck first, 43.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Juchou Senshou8P+K5113.5%
Katousui2P246.3%
Koushu RensuiPP into Rensui SoushuPPP+K195.0%
punchP154.0%
Ukoushin46P+K133.4%
evade down133.4%
Koushu RensuiPP into Renkan SenshouPPP123.2%
evade up into backdash112.9%
backdash into Sentai4K102.6%
In'you4P into Ni In'you4PP92.4%
evade down into crouch dash forward82.1%
evade down into forward dash82.1%
punchP into Koushu RensuiPP82.1%
Banchu6P into Banchu Renkanshu6PP71.9%
Banchu6P61.6%

79 further openings account for the other 164 rounds.

Counted from 95 of the 106 matches played. The rest were not pulled for openings.

Goh

Career
90–67 · 57.3%
This season
19 matches · 31.6%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K1422.6%
backdash into evade up34.8%
backdash into guardG34.8%
punchP34.8%
Garyu66K23.2%
backdash into backward movement23.2%
crouch dash forward into Kirin33P23.2%
evade down23.2%
evade up into crouch dash forward23.2%
forward dash into Ni'oudaoshi3K+G23.2%
BasaraP+K+G into Karura4P+K11.6%
Kirin33P11.6%
Kyousengeri46K11.6%
Muchi'uchigeri4K+G11.6%
Ni'oudaoshi3K+G11.6%

22 further openings account for the other 22 rounds.

Counted from 16 of the 19 matches played. The rest were not pulled for openings.

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 (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Lion: 0 of 14 tests hold up
  • Goh: not tested (too few rounds)