VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

のりシオン

  • Jacky
  • Jean
Career matches8,006
Career win rate56.7%
Round win rate55.5%
Peak rank43
Distinct opponents172
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1887 #162 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

Lion437,6774,3383,33956.5%
Jacky3529619010664.2%
Jean3333141942.4%

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

3,217 of 3,422 rounds counted

10.4 inputs a second (626 a minute) this season. Faster than 97% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion10.56283,058
Jacky9.7580113
Jean10.261446

By opponent's character

Lau10.5630321
Akira10.6637333
Lion10.3618314
Pai10.5631234
Sarah10.4625224
Jacky10.5630207
Shun10.2614188
Kage10.6634219
Vanessa10.2614215
Goh10.6634152
Brad10.3616139
Lei Fei10.7642121
Aoi10.3618140
Eileen10.4622127
El Blaze10.6638116
Jeffry10.563045
Taka10.362074
Wolf9.959440
Dural9.45628

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

Lau88493955.7%+0.1
Akira87503757.5%-5.9
Lion80453556.2%-2.4
Pai61421968.8%+8.1
Sarah60382263.3%+1.7
Jacky59382164.4%+2.6
Shun55302554.5%-3.8
Kage54233142.6%-15.7
Vanessa54342063.0%+9.9
Goh39241561.5%+1.3
Brad36181850.0%-5.9
Lei Fei3426876.5%+14.3
Aoi33191457.6%-6.5
Eileen32201262.5%+10.2
El Blaze2819967.9%+7.6
Jeffry2013765.0%+0.5
Taka189950.0%-6.4
Wolf115645.5%-11.5
Dural220100.0%+10.2

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.

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

Octagon104564853.9%-6.7
Full Fence100584258.0%-1.0
Open100564456.0%-5.1
Low Fence93514254.8%-5.3
Breakable Half Fence76453159.2%+0.2
Rectangle75502566.7%+7.3
Single Wall74433158.1%+0.7
Breakable Full Fence72472565.3%+10.2
Half Fence70393155.7%-6.0
Full Fence and Open46311567.4%+9.8

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
Walls49759.4%59.2%+0.2
No walls26756.2%59.4%-3.2

Walls against open: +3.4 points (95% range -4.2 to +10.9), p 0.381 — 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

せろり☆ (Rank 44)2026/10/18101910.0%
メツリュウ (Rank 40)2026/10/18118372.7%
jinmenusagi (Rank 42)2026/10/17147750.0%
デネ (Rank 40)2026/10/17129375.0%
陰キャチー牛くそ眼鏡 (Rank 42)2026/10/161914573.7%
藪からBOY (Rank 43)2026/10/16125741.7%
panda1496 (Rank 41)2026/10/161110190.9%
周大人 (Rank 41)2026/10/15111109.1%
あむざん (Rank 43)2026/10/151551033.3%
カルティカ (Rank 40)2026/10/151811761.1%
自作マニア@むめい。 (Rank 41)2026/10/1496366.7%
みっちー (Rank 41)2026/10/1495455.6%
Tokkovanessa_VF (Rank 42)2026/10/12125741.7%
ケツバッターA (Rank 39)2026/10/061410471.4%
PuzzG/ぱず爺 (Rank 36)2026/09/242314960.9%
弐代目JA&れんじぃPA (Rank 39)2026/09/2496366.7%
マハリータまるこ (Rank 39)2026/09/241981142.1%
CrossGorgonzola (Rank 43)2026/09/1833141942.4%
hatarakedo_tagayasedo... (Rank 42)2026/09/1895455.6%
LEEGOSEGA (Rank 38)2026/09/121411378.6%
ちび太☆らふぁ~る (Rank 42)2026/09/1135211460.0%
マサオチョップの廻天 (Rank 39)2026/09/112921872.4%
interceptor (Rank 39)2026/06/2596366.7%
アルチャチャ (Rank 41)2026/06/04127558.3%
muumuu (Rank 39)2026/06/0297277.8%

Round openings

Every character

crouch dash forward into Sen'inshou3P2358.6%
backdash into Senshippo66P1987.2%
Juchou Senshou8P+K1746.4%
forward dash into throwP+G1575.7%
crouch into Katousui2P1013.7%
Tourou Hassou41236P into throw escape993.6%
forward dash into Tanhikyaku46K923.4%
In'you Ousoutsui41236P+K into punchP672.5%
forward dash into Senkyutai1K521.9%
In'you Ousoutsui41236P+K into throwP+G451.6%
Tourou Hassou41236P into punchP431.6%
Tenshin Ryou'inkyaku6K+G421.5%
Senshippo66P into throw escape391.4%
crouch into Dantai3K371.4%
evade up into Dantai3K341.2%

317 further openings account for the other 1,322 rounds.

Counted from 683 of the 851 matches played. The rest were not pulled for openings.

Lion

Career
4,338–3,339 · 56.5%
This season
810 matches · 59.9%
Peak rank
43

First hit in 44.6% of 2,570 rounds. Won 60.7% of the rounds they struck first, 52.9% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: waits first in 9.4% of rounds, against 5.2% in their other rounds.
  • Against Lion: waits first in 11.7% of rounds, against 5.6% against everyone else.
  • After winning a round: backs off first in 25.8% of rounds, against 9.5% after losing one.
  • When ahead: backs off first in 23.4% of rounds, against 13.7% when level or behind.
  • In round 4 or later: opens with “crouch into 2P Katousui” in 6.1% of rounds, against 3.2% in their other rounds.
  • Against Lion: opens with “crouch into 2P Katousui” in 8.9% of rounds, against 3.3% against everyone else.
  • After opening the round before with “8P+K Juchou Senshou”: opens with “crouch dash forward into 3P Sen'inshou” in 15.3% of rounds, against 8.8% after anything else.
  • After winning a round: opens with “backdash into 66P Senshippo” in 12.3% of rounds, against 4.1% after losing one.
  • When ahead: opens with “backdash into 66P Senshippo” in 11.0% of rounds, against 5.9% when level or behind.

How is this tested?

crouch dash forward into Sen'inshou3P2359.1%
backdash into Senshippo66P1987.7%
Juchou Senshou8P+K1746.8%
forward dash into throwP+G1525.9%
crouch into Katousui2P1013.9%
Tourou Hassou41236P into throw escape993.8%
forward dash into Tanhikyaku46K923.6%
In'you Ousoutsui41236P+K into punchP672.6%
forward dash into Senkyutai1K522.0%
In'you Ousoutsui41236P+K into throwP+G451.8%
Tourou Hassou41236P into punchP431.7%
Tenshin Ryou'inkyaku6K+G421.6%
Senshippo66P into throw escape391.5%
crouch into Dantai3K371.4%
evade up into Dantai3K341.3%

252 further openings account for the other 1,168 rounds.

Counted from 642 of the 810 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
Lau23–22 · 51%19–11 · 63%too few to test
Lion32–20 · 62%6–6 · 50%too few to test
Akira21–15 · 58%16–9 · 64%too few to test
Jacky16–6 · 73%12–11 · 52%too few to test
Sarah17–10 · 63%10–5 · 67%too few to test
Pai16–8 · 67%5–3 · 62%too few to test
Vanessa16–6 · 73%5–5 · 50%too few to test
Kage5–12 · 29%1–8 · 11%too few to test
Shun12–3 · 80%5–4 · 56%too few to test
Goh13–4 · 76%3–4 · 43%too few to test
El Blaze14–7 · 67%4–2 · 67%too few to test
Aoi10–6 · 62%4–6 · 40%too few to test
Eileen8–4 · 67%4–1 · 80%too few to test
Lei Fei8–2 · 80%10–2 · 83%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.

168 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
190–106 · 64.2%
This season
29 matches · 58.6%
Peak rank
35

First hit in 54.0% of 113 rounds. Won 52.5% of the rounds they struck first, 59.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into Slant Back Knuckle1P108.8%
forward dash into Low Spin Kick1K+G87.1%
backdash into Spin Heel Sword4K+G76.2%
evade down into throwP+G76.2%
forward dash into Long Stride Back Knuckle4P+K65.3%
Dash Hammer Kick66K54.4%
backdash into Dash Hammer Kick66K43.5%
evade down into Dash Hammer Kick66K43.5%
forward dash into High Angle Upper Kick6K43.5%
forward dash into evade down43.5%
forward dash into evade up32.6%
forward dash into throwP+G32.6%
Dragon Combination 11P+K21.8%
High Angle Upper Kick6K21.8%
Step-in Middle Kick66K+G21.8%

38 further openings account for the other 42 rounds.

Jean

Career
14–19 · 42.4%
This season
12 matches · 16.7%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into Gyaku Seikenzuki66P510.9%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK48.7%
forward dash into Shitanagi Shutou1P48.7%
Gyaku Seikenzuki66P24.3%
Shitanagi Shutou1P24.3%
Shitanagi Shutou1P into guardG24.3%
backdash into Gyaku Seikenzuki66P24.3%
backdash into Kake'uchi~Maekeri'age46PK24.3%
backdash into Yamakuzushi6K24.3%
evade up into Gyaku Seikenzuki66P24.3%
evade up into Tate'enpi33P24.3%
forward dash into throwP+G24.3%
Hangetsu NirenzukiP+K12.2%
Kake'uchi46P12.2%
Tate'enpi33P12.2%

12 further openings account for the other 12 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 (16 here; about 0.8 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 16 tests hold up
  • Jacky: not tested (too few rounds)
  • Jean: not tested (too few rounds)