VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

KENTZ.SW2

Career matches951
Career win rate55.1%
Round win rate47.6%
Peak rank33
Distinct opponents53
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1546 #1,692 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

Lion3395152442755.1%

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.

Against each character

Goh159660.0%+3.9
Jeffry128466.7%+23.6
Jean101910.0%-37.6
Wolf103730.0%-7.2
Akira94544.4%-0.9
Jacky94544.4%+6.0
Kage94544.4%-5.5
Brad73442.9%-1.5
Lion64266.7%+26.3
El Blaze53260.0%+7.1
Lei Fei53260.0%+18.7
Sarah51420.0%-17.9
Shun51420.0%-20.7
Lau42250.0%+5.4
Eileen32166.7%+22.5
Vanessa3030.0%-33.5
Aoi110100.0%+42.0

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 Fence2181338.1%-8.4
Octagon146842.9%-3.5
Rectangle146842.9%-0.1
Half Fence1331023.1%-20.2
Single Wall134930.8%-12.9
Full Fence115645.5%-1.7
Breakable Full Fence85362.5%+14.6
Low Fence74357.1%+8.7
Open74357.1%+13.5
Full Fence and Open43175.0%+25.8

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
Walls8140.7%44.8%-4.1
No walls2744.4%44.6%-0.1

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

Most played opponents, most recent first

のみ (Rank 31)2026/05/082020.0%
delicioso (Rank 33)2026/05/0831233.3%
zakisan (Rank 35)2026/05/0821150.0%
tatsuya_doragon8741 (Rank 30)2026/05/0831233.3%
ちょいそる (Rank 32)2026/05/0762433.3%
寿司眼鉄 (Rank 30)2026/05/072020.0%
RYO (Rank 35)2026/05/0632166.7%
Pluto (Rank 30)2026/05/0521150.0%
筋トレ職人 (Rank 34)2026/05/0531233.3%
五寸釘くん (Rank 35)2026/05/0452340.0%
tamaneen (Rank 29)2026/05/04220100.0%
躑躅 (Rank 29)2026/05/04220100.0%
Eight (Rank 34)2026/04/264040.0%
じゃんぬ兄(公認) (Rank 35)2026/04/253030.0%
ゼータ(MSZ-006) (Rank 33)2026/04/2561516.7%
B軍団 (Rank 33)2026/04/253030.0%
orz (Rank 29)2026/04/2543175.0%
カカリア (Rank 34)2026/04/2042250.0%
楽天アキラ (Rank 30)2026/04/2085362.5%
会長さん (Rank 31)2026/04/2076185.7%
nanami.madogiwa (Rank 30)2026/04/2021150.0%
Koromo (Rank 32)2026/04/142020.0%
うるヲ参拾 (Rank 37)2026/04/142020.0%
いとー (Rank 30)2026/04/1232166.7%
おーちんちーん (Rank 31)2026/04/1231233.3%

Round openings

Lion

Career
524–427 · 55.1%
This season
118 matches · 44.9%
Peak rank
33

First hit in 49.5% of 481 rounds. Won 48.3% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • After losing a round: moves in first in 35.1% of rounds, against 16.4% after winning one.
  • When ahead: backs off first in 22.1% of rounds, against 12.7% when level or behind.

How is this tested?

forward dash into Senkyutai1K347.0%
Katousui2P265.4%
Banchu6P245.0%
backdash into Sentai4K183.7%
Juchou Senshou8P+K173.5%
forward movement into punchP163.3%
guardG142.9%
guardG into Senkyutai1K132.7%
guardG into Souji SenpuP+K132.7%
forward dash into throwP+G112.3%
backdash into Senputai8K91.9%
forward dash into Senputai8K81.7%
Katousui2P into crouch71.4%
Senputai8K71.4%
Tourou Hassou41236P71.4%

119 further openings account for the other 259 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 (14 here; about 0.7 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: 2 of 14 tests hold up