VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

konta808

Career matches1,354
Career win rate60.2%
Round win rate51.1%
Peak rank43
Distinct opponents108
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1715 #722 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

Lion431,35481553960.2%

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

474 of 1,441 rounds counted

8.9 inputs a second (536 a minute) this season. Faster than 86% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion8.9536474

By opponent's character

Akira9.255093
Lau8.651961
El Blaze8.85304
Shun8.853119
Brad9.255153
Jacky8.953743
Jeffry8.852853
Kage8.651738
Sarah8.651813
Goh9.255212
Lion9.054022
Eileen9.154418
Taka8.047813
Dural9.054220
Lei Fei8.95345
Pai10.26107

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

Akira43222151.2%-1.3
Lau32112134.4%-17.2
El Blaze31131841.9%-14.4
Shun27141351.9%+0.8
Brad26161061.5%+8.0
Vanessa2618869.2%+21.3
Jacky2416866.7%+15.6
Wolf2113861.9%+8.6
Jeffry2081240.0%-16.9
Kage178947.1%-6.0
Jean157846.7%+0.8
Sarah157846.7%-1.5
Goh127558.3%+5.8
Lion124833.3%-18.0
Aoi76185.7%+31.8
Eileen63350.0%-4.5
Taka65183.3%+25.6
Dural51420.0%-27.5
Lei Fei32166.7%+0.5
Pai32166.7%+24.4

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Full Fence51302158.8%+9.5
Low Fence46172937.0%-16.7
Half Fence43251858.1%+1.1
Breakable Full Fence38221657.9%+5.8
Open33161748.5%-4.0
Single Wall33181554.5%+4.4
Rectangle32141843.8%-8.2
Breakable Half Fence2920969.0%+20.5
Octagon29171258.6%+6.3
Full Fence and Open92722.2%-35.0

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22257.7%52.6%+5.1
No walls11245.5%51.4%-5.8

Walls against open: +10.9 points (95% range -1.0 to +22.9), p 0.072 — 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

★闘将拉麵男★ (Rank 39)2026/06/0652340.0%
kagesada (Rank 40)2026/06/06124833.3%
村長~災禍の中心~ (Rank 37)2026/05/3053260.0%
interceptor (Rank 42)2026/05/3022121054.5%
かめやま (Rank 42)2026/05/2541325.0%
jinmenusagi (Rank 44)2026/05/25123925.0%
muumuu (Rank 39)2026/05/24103730.0%
るりじゃいき (Rank 38)2026/05/23440100.0%
こんにちわアキラ (Rank 43)2026/05/2354180.0%
ぱお (Rank 38)2026/05/2353260.0%
팀채팅방이리딩방이되었다. (Rank 38)2026/05/10127558.3%
Eight (Rank 38)2026/05/1041325.0%
寿司眼鉄 (Rank 38)2026/05/0965183.3%
ぷよ (Rank 42)2026/05/0941325.0%
spacex_falcon_heavy (Rank 40)2026/05/0941325.0%
STAGEW(ON)@스테이지원 (Rank 39)2026/05/0953260.0%
VIPism『稲庭飯』 (Rank 42)2026/05/0962433.3%
ネンジ (Rank 39)2026/05/0854180.0%
ウサギ師匠 (Rank 44)2026/05/087070.0%
はなこ (Rank 38)2026/05/0742250.0%
megadeth0112 (Rank 38)2026/05/07167943.8%
Tokkovanessa_VF (Rank 41)2026/05/0798188.9%
マーウォ (Rank 40)2026/04/1683537.5%
レックス信宏 (Rank 42)2026/04/1252340.0%
iiv272 (Rank 40)2026/04/0652340.0%

Round openings

Lion

Career
815–539 · 60.2%
This season
351 matches · 52.1%
Peak rank
43

First hit in 55.1% of 1,433 rounds. Won 54.3% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 37.9% of rounds, against 16.0% in their other rounds.
  • Against Akira: evades first in 22.7% of rounds, against 7.7% against everyone else.
  • After winning a round: backs off first in 49.1% of rounds, against 36.1% after losing one.
  • When ahead: backs off first in 48.7% of rounds, against 36.5% when level or behind.
  • In round 1: opens with “crouch into 2P Katousui” in 27.9% of rounds, against 4.3% in their other rounds.
  • Against Vanessa: opens with “backdash into 3K Dantai” in 14.2% of rounds, against 3.4% against everyone else.
  • After winning a round: opens with “backdash into 3K Dantai” in 6.3% of rounds, against 1.5% after losing one.
  • When behind: opens with “crouch into 2P Katousui” in 7.5% of rounds, against 3.2% when ahead or level.

How is this tested?

crouch into Katousui2P14510.0%
Juchou Senshou8P+K1178.1%
forward movement into punchP976.7%
backdash into evade up815.6%
backdash into Dantai3K604.1%
backdash into evade down594.1%
guardG into throw escape372.6%
guardG into throwP+G332.3%
backdash into Sentai4K322.2%
backdash into Senshippo66P302.1%
backdash into Souji SenpuP+K302.1%
backdash into Tanhikyaku46K271.9%
backward movement into Banchu6P261.8%
throw escape241.7%
Katousui2P221.5%

182 further openings account for the other 628 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira15–12 · 56%7–7 · 50%too few to test
Lau5–9 · 36%5–8 · 38%too few to test
El Blaze9–15 · 38%4–1 · 80%too few to test
Shun10–8 · 56%4–5 · 44%too few to test
Brad14–6 · 70%2–4 · 33%too few to test
Vanessa14–6 · 70%4–2 · 67%too few to test
Jacky8–1 · 89%8–7 · 53%too few to test
Wolf10–6 · 62%3–2 · 60%too few to test
Jeffry6–6 · 50%2–4 · 33%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?

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: 8 of 16 tests hold up