VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

yorosikosan

  • Jacky
  • Jeffry
  • Pai
Career matches2,777
Career win rate58.2%
Round win rate53.9%
Peak rank42
Distinct opponents137
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1854 #229 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

Lion422,1191,19292756.2%
Jacky4034921613361.9%
Jeffry422621778567.6%
Pai3447301763.8%

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

1,488 of 1,495 rounds counted

9.7 inputs a second (583 a minute) this season. Faster than 93% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion9.6575644
Jacky9.8591477
Jeffry9.8587326
Pai9.557041

By opponent's character

Akira9.8587179
Lau9.4565132
Jacky10.0598120
Lion9.6574125
Vanessa9.4566117
Aoi10.2612111
Goh10.160890
Sarah9.758087
Brad9.456480
Lei Fei9.154672
Shun9.859164
Wolf10.060065
Pai9.758455
Kage9.858756
Jeffry10.160743
El Blaze9.356034
Eileen9.556921
Jean10.160423
Taka9.053814

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

Akira45281762.2%+3.2
Lau32171553.1%-7.0
Jacky30131743.3%-14.4
Lion30171356.7%+1.7
Vanessa27131448.1%-10.2
Aoi2618869.2%+10.1
Goh2113861.9%+2.7
Sarah21111052.4%-5.5
Brad20101050.0%-0.4
Lei Fei1810855.6%+1.4
Shun1810855.6%-9.8
Wolf1711664.7%+10.0
Pai1510566.7%+10.1
Kage1411378.6%+26.6
Jeffry118372.7%+11.1
El Blaze104640.0%-16.0
Eileen53260.0%-1.4
Jean53260.0%+0.5
Taka32166.7%+5.2

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Open45261957.8%-1.1
Octagon44212347.7%-10.8
Breakable Half Fence39221756.4%+0.3
Breakable Full Fence38201852.6%-4.2
Half Fence37241364.9%+3.4
Rectangle35231265.7%+10.2
Full Fence33171651.5%-9.3
Low Fence3224875.0%+20.1
Single Wall31191261.3%+5.9
Full Fence and Open137653.9%-6.4

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22656.2%57.9%-1.8
No walls10863.9%57.3%+6.6

Walls against open: -8.3 points (95% range -20.0 to +3.4), p 0.162 — 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

めっちゃセコいラウ (Rank 40)2026/10/1461516.7%
究極無敵 (Rank 38)2026/10/1496366.7%
すぐる (Rank 42)2026/10/1471614.3%
CrossGorgonzola (Rank 39)2026/10/14118372.7%
tonchan145656 (Rank 42)2026/10/146060.0%
苦道訓|kudoukun_goh (Rank 41)2026/10/1451420.0%
どっせプレビに出たい (Rank 42)2026/09/2754180.0%
陰キャチー牛くそメガ (Rank 42)2026/09/2741325.0%
アヒルさんチーム (Rank 44)2026/09/2742250.0%
manatsu_7 (Rank 42)2026/09/27104640.0%
めがじぇね (Rank 43)2026/09/2753260.0%
ぁ     やごろ (Rank 36)2026/09/2354180.0%
マハリータまるこ (Rank 40)2026/09/2396366.7%
こまがわ (Rank 39)2026/09/2342250.0%
id02812522 (Rank 37)2026/09/2272528.6%
hattori1357 (Rank 35)2026/09/1454180.0%
ヘニオ (Rank 34)2026/09/0864266.7%
おさげ (Rank 44)2026/09/08104640.0%
NO-NAMENANASI774 (Rank 35)2026/09/0752340.0%
LEEGOSEGA (Rank 38)2026/09/0764266.7%
拳児 (Rank 38)2026/09/0764266.7%
硬め濃いめ少なめお米 (Rank 42)2026/09/0454180.0%
のりシオン (Rank 41)2026/09/0453260.0%
pesonkun0519 (Rank 41)2026/09/04105550.0%
周大人 (Rank 42)2026/08/3062433.3%

Round openings

Every character

backdash into evade down15011.7%
crouch dash back into guardG1007.8%
Katousui2P987.7%
backdash into evade up947.3%
Low Knuckle2P483.8%
backdash into kickK433.4%
backdash into throwP+G302.4%
guardG into evade down251.9%
Squat Straight2P211.6%
backdash into punchP201.6%
backdash into Ukoushin46P+K191.5%
backdash into guardG161.2%
evade down into forward dash141.1%
backdash into backward movement131.0%
backdash into Dash Elbow66P120.9%

257 further openings account for the other 576 rounds.

Counted from 313 of the 368 matches played. The rest were not pulled for openings.

Lion

Career
1,192–927 · 56.2%
This season
160 matches · 53.1%
Peak rank
42

First hit in 61.2% of 624 rounds. Won 51.0% of the rounds they struck first, 52.9% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 16.9% of rounds, against 7.3% in their other rounds.
  • Against Lau: evades first in 16.9% of rounds, against 8.6% against everyone else.
  • After winning a round: backs off first in 67.5% of rounds, against 42.0% after losing one.
  • When ahead: backs off first in 66.7% of rounds, against 47.9% when level or behind.
  • Against Brad: opens with “crouch dash back into G guard” in 34.3% of rounds, against 6.0% against everyone else.
  • After opening the round before with “crouch dash back into G guard”: opens with “crouch dash back into G guard” in 41.3% of rounds, against 6.0% after anything else.
  • After winning a round: opens with “crouch dash back into G guard” in 13.2% of rounds, against 5.6% after losing one.
  • When ahead: opens with “backdash into evade down” in 13.3% of rounds, against 5.9% when level or behind.

How is this tested?

Katousui2P9815.5%
backdash into evade down599.3%
crouch dash back into guardG579.0%
backdash into evade up355.5%
backdash into kickK243.8%
backdash into Ukoushin46P+K193.0%
backdash into throwP+G152.4%
backdash into guardG121.9%
guardG into evade down111.7%
backdash into punchP101.6%
backdash into In'you4P91.4%
backdash into Soukoushu66P+K91.4%
backdash into backward movement91.4%
backdash into Koushutai44K81.3%
backdash into Sentai4K81.3%

111 further openings account for the other 249 rounds.

Counted from 154 of the 160 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
Akira10–6 · 62%5–1 · 83%too few to test
Lau6–6 · 50%5–4 · 56%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.

6 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?

Jeffry

Career
177–85 · 67.6%
This season
79 matches · 69.6%
Peak rank
42

First hit in 65.1% of 315 rounds. Won 62.0% of the rounds they struck first, 56.4% of the rounds they were struck first.

Significant Tells

  • Against Lion: attacks straight away in 41.5% of rounds, against 18.8% against everyone else.

How is this tested?

Low Knuckle2P4815.1%
backdash into evade down4012.6%
backdash into evade up3310.4%
crouch dash back into guardG216.6%
backdash into Dash Elbow66P123.8%
backdash into kickK103.1%
Overblow Shoulder66P+K72.2%
backdash into Elbow Butt6P72.2%
backdash into Side Kick3K72.2%
backward movement into backdash61.9%
backdash into Double KnucklePP51.6%
backdash into throwP+G51.6%
guardG into Side Kick3K51.6%
backdash into Knuckle KickPK41.3%
backdash into backward movement41.3%

73 further openings account for the other 104 rounds.

Counted from 77 of the 79 matches played. The rest were not pulled for openings.

Jacky

Career
216–133 · 61.9%
This season
118 matches · 55.9%
Peak rank
40

First hit in 55.2% of 288 rounds. Won 62.9% of the rounds they struck first, 51.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down4114.2%
backdash into evade up258.7%
Squat Straight2P217.3%
crouch dash back into guardG196.6%
guardG into evade down124.2%
backdash into Dash Hammer Kick66K93.1%
backdash into throwP+G93.1%
backdash into Middle Kick3K82.8%
backdash into Slide Shuffle (Deflect)4P+K+G82.8%
backdash into kickK82.8%
backdash into High Angle Upper Kick6K72.4%
backdash into Step-in Middle Kick66K+G62.1%
backdash into punchP62.1%
backdash into Spinning KickK+G51.7%
evade down into crouch dash forward51.7%

64 further openings account for the other 99 rounds.

Counted from 71 of the 118 matches played. The rest were not pulled for openings.

Pai

Career
30–17 · 63.8%
This season
11 matches · 54.5%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1024.4%
crouch dash back into guardG37.3%
backdash into Koutankyaku66K24.9%
backdash into Tenshin Oushoushou46P+K24.9%
Ensei Haijinkyaku7K+G12.4%
Ensei Haijinkyaku7K+G into Kochoukyaku4K+G12.4%
Ensei Haijinkyaku7K+G into backdash12.4%
Meishouho4P+K+G12.4%
Souchuken2P12.4%
backdash into Chouho Soukasui66P+K12.4%
backdash into Meishouho4P+K+G12.4%
backdash into Senchuken6P12.4%
backdash into Senchutai3K12.4%
backdash into evade up12.4%
backdash into kickK12.4%

13 further openings account for the other 13 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 (29 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: 8 of 15 tests hold up
  • Jeffry: 1 of 14 tests hold up
  • Jacky: not tested (too few rounds)
  • Pai: not tested (too few rounds)