VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lion

K-Wheelie

  • Sarah
Career matches247
Career win rate57.9%
Round win rate58.3%
Peak rank23
Distinct opponents25
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1330 #3,003 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

Lion231981148457.6%
Sarah2049292059.2%

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

302 of 302 rounds counted

6.7 inputs a second (399 a minute) this season. Faster than 35% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion6.7402207
Sarah6.539295

By opponent's character

Jacky6.941246
Lei Fei7.142645
Sarah6.237539
Jeffry6.740339
Pai6.136727
Akira6.740425
Brad6.438324
Shun6.639526
Jean6.338115
Aoi6.74029
Vanessa8.04787

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

Jacky1311284.6%+26.5
Lei Fei115645.5%-12.9
Sarah1110190.9%+33.6
Jeffry104640.0%-20.0
Pai72528.6%-27.1
Akira63350.0%-13.1
Brad64266.7%-16.4
Shun63350.0%+2.9
Jean42250.0%-2.7
Aoi21150.0%-13.4
Vanessa220100.0%+25.0

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

Breakable Half Fence1812666.7%+11.9
Half Fence85362.5%+8.3
Low Fence84450.0%-12.2
Open85362.5%-5.6
Single Wall87187.5%+20.7
Full Fence61516.7%-44.1
Full Fence and Open62433.3%-28.3
Breakable Full Fence52340.0%-19.0
Octagon53260.0%+20.2
Rectangle550100.0%+20.6

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
Walls4759.6%57.8%+1.8
No walls2466.7%65.8%+0.9

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

MikazukiGun (Rank 3)880100.0%
laf0rce (Rank 11)64266.7%
raybladex (Rank 26)62433.3%
xChimerax (Rank 27)61516.7%
RaspyCannibal (Rank 23)53260.0%
pikopia (Rank 24)5050.0%
TTV/YTNeoSonic420 (Rank 16)440100.0%
Bars3773 (Rank 19)32166.7%
THEWEIAND (Rank 28)31233.3%
ZingierCube956 (Rank 19)32166.7%
chaingrabs (Rank 25)32166.7%
finalph3nx (Rank 23)31233.3%
leefung._ (Rank 31)31233.3%
BandoSensei (Rank 22)220100.0%
OSMinty (Rank 17)220100.0%
SNAKEEYEZ59 (Rank 21)220100.0%
S_C_H_T_O_M_P (Rank 17)21150.0%
Vulture (Rank 5)220100.0%
ZNote1022 (Rank 22)21150.0%
nack (Rank 6)220100.0%
skoydman187 (Rank 21)220100.0%
AsaAkira (Rank 23)1010.0%
I'ma$$atDOA (Rank 23)110100.0%
RayBladeX (Rank 26)1010.0%
TheStrayKing (Rank 1)110100.0%

Most played opponents, most recent first

ZNote1022 (Rank 22)2026/06/2221150.0%
Vulture (Rank 5)2026/06/22220100.0%
OSMinty (Rank 17)2026/06/22220100.0%
Bars3773 (Rank 19)2026/06/2232166.7%
TTV/YTNeoSonic420 (Rank 16)2026/06/21440100.0%
laf0rce (Rank 11)2026/06/2164266.7%
S_C_H_T_O_M_P (Rank 17)2026/06/2121150.0%
ZingierCube956 (Rank 19)2026/06/2132166.7%
AsaAkira (Rank 23)2026/06/211010.0%
RaspyCannibal (Rank 23)2026/06/2053260.0%
raybladex (Rank 26)2026/06/2062433.3%
xChimerax (Rank 27)2026/06/1961516.7%
skoydman187 (Rank 21)2026/06/19220100.0%
RayBladeX (Rank 26)2026/06/161010.0%
leefung._ (Rank 31)2026/06/1631233.3%
finalph3nx (Rank 23)2026/06/1631233.3%
I'ma$$atDOA (Rank 23)2026/06/14110100.0%
SNAKEEYEZ59 (Rank 21)2026/06/14220100.0%
THEWEIAND (Rank 28)2026/06/1331233.3%
BandoSensei (Rank 22)2026/06/13220100.0%
chaingrabs (Rank 25)2026/06/1332166.7%
pikopia (Rank 24)2026/06/135050.0%
nack (Rank 6)2026/06/08220100.0%
MikazukiGun (Rank 3)2026/06/08880100.0%
TheStrayKing (Rank 1)2026/06/08110100.0%

Round openings

Every character

backdash into guardG268.6%
backdash into backward movement248.0%
punchP186.0%
punchP into Koushu RensuiPP186.0%
Koushu RensuiPP into Renkan SenshouPPP144.6%
backdash113.6%
punchP into Jab StraightPP113.6%
guardG103.3%
backdash into Stiletto66K93.0%
backdash into punchP93.0%
crouch into Katousui2P72.3%
punchP into crouch72.3%
backdash into Senshippo66P62.0%
backdash into Double Joint Butt6PK51.7%
guardG into Katousui2P51.7%

86 further openings account for the other 122 rounds.

Lion

Career
114–84 · 57.6%
This season
54 matches · 53.7%
Peak rank
23

First hit in 60.3% of 204 rounds. Won 59.4% of the rounds they struck first, 48.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Koushu RensuiPP188.7%
backdash into backward movement167.7%
Koushu RensuiPP into Renkan SenshouPPP146.8%
punchP146.8%
backdash into guardG115.3%
guardG104.8%
crouch into Katousui2P73.4%
punchP into crouch73.4%
backdash62.9%
backdash into Senshippo66P62.9%
guardG into Katousui2P52.4%
Koushu RensuiPP into Rensui SoushuPPP+K41.9%
backdash into punchP41.9%
punchP into RensuitaiPK41.9%
punchP into kickK41.9%

61 further openings account for the other 77 rounds.

Sarah

Career
29–20 · 59.2%
This season
24 matches · 75.0%
Peak rank
20

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG1515.8%
punchP into Jab StraightPP1111.6%
backdash into Stiletto66K99.5%
backdash into backward movement88.4%
backdash55.3%
backdash into Double Joint Butt6PK55.3%
backdash into punchP55.3%
punchP44.2%
backdash into Hide Side Kick (Deflect)P+K33.2%
backdash into Rising Elbow6P33.2%
backdash into Jab StraightPP22.1%
backdash into Quick Knee and Toe Kick6KK22.1%
backdash into forward dash22.1%
Flash Piston PunchPPP into Combo Rising KneePPPK11.1%
Hide Side Kick (Deflect)P+K11.1%

19 further openings account for the other 19 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Lion: not tested (too few rounds)
  • Sarah: not tested (too few rounds)