VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lion

srmdx405

  • Eileen
  • Akira
Career matches1,299
Career win rate54.0%
Round win rate53.1%
Peak rank33
Distinct opponents262
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1541 #1,739 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

Lion331,04458545956.0%
Akira26167739443.7%
Eileen2788434548.9%

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

2,651 of 2,651 rounds counted

8.9 inputs a second (534 a minute) this season. Faster than 85% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion9.15442,368
Eileen7.4446270
Akira9.456113

By opponent's character

Akira9.1546292
Jacky8.8526276
Jean9.0539201
Jeffry9.0539188
Wolf9.1545179
Lau8.8530168
Pai8.6516166
Goh9.4562156
Brad9.0540150
Kage8.6514121
Sarah8.7524120
Shun8.7523120
Lion8.4504111
El Blaze9.154684
Lei Fei8.852875
Vanessa8.450475
Aoi9.356176
Taka9.356057
Dural9.254918
Eileen7.545218

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

Akira73442960.3%+5.7
Jacky68333548.5%-6.4
Jean48183037.5%-13.3
Jeffry47252253.2%-1.6
Wolf45232251.1%-5.6
Lau42212150.0%-7.2
Pai42271564.3%+3.0
Goh40231757.5%+2.6
Brad39221756.4%-0.3
Kage32161650.0%-6.3
Sarah2920969.0%+9.8
Shun29191065.5%+8.6
Lion28131546.4%-9.7
El Blaze2113861.9%+0.7
Lei Fei2015575.0%+25.3
Vanessa1991047.4%-1.8
Aoi1813572.2%+20.5
Taka139469.2%+18.6
Dural54180.0%+25.2
Eileen5050.0%-50.0

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.

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

Open79394049.4%-5.2
Low Fence75383750.7%-5.5
Half Fence71413057.8%+3.9
Breakable Full Fence67402759.7%+4.8
Octagon62412166.1%+15.3
Single Wall62372559.7%+4.1
Full Fence60362460.0%+3.4
Breakable Half Fence57263145.6%-11.4
Rectangle51242747.1%-10.7
Full Fence and Open42222052.4%-1.3

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
Walls36856.5%55.2%+1.3
No walls21652.8%55.0%-2.3

Walls against open: +3.6 points (95% range -5.4 to +12.6), p 0.434 — 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

白い妖精 (Rank 32)2026/10/1898188.9%
Shura1025 (Rank 35)2026/10/1863350.0%
n-nova06 (Rank 34)2026/10/18126650.0%
44884 (Rank 29)2026/10/1153260.0%
Sasuquatchfabrix (Rank 32)2026/10/0463350.0%
のみ (Rank 36)2026/10/046060.0%
dr5046_ryo (Rank 30)2026/09/2664266.7%
JKSTW(SEGAWORLD大亞店) (Rank 33)2026/09/2494544.4%
おるが@のびしろF (Rank 31)2026/09/2451420.0%
shironeko-hi (Rank 33)2026/09/2451420.0%
Bluemoon (Rank 33)2026/09/2282625.0%
mossan_opa2 (Rank 32)2026/09/1195455.6%
REDdog.狂犬 (Rank 33)2026/09/1173442.9%
さみぃ_ANTARES (Rank 34)2026/09/1163350.0%
楽天アキラ (Rank 31)2026/09/11147750.0%
gigantic-show422 (Rank 32)2026/09/1162433.3%
hikabun (Rank 36)2026/09/111641225.0%
yta_k (Rank 34)2026/09/0653260.0%
ニトロ (Rank 34)2026/09/0663350.0%
haira_76 (Rank 31)2026/09/0586275.0%
tamaneen (Rank 31)2026/08/2863350.0%
midori6127 (Rank 28)2026/08/2454180.0%
HanshinHyouronka (Rank 22)2026/08/23880100.0%
smogh (Rank 21)2026/08/23550100.0%
jg30665 (Rank 13)2026/08/22660100.0%

Round openings

Lion

Career
585–459 · 56.0%
This season
595 matches · 56.5%
Peak rank
33

First hit in 56.4% of 2,210 rounds. Won 55.9% of the rounds they struck first, 50.2% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 52.1% of rounds, against 36.7% in their other rounds.
  • Against Wolf: attacks straight away in 56.5% of rounds, against 39.3% against everyone else.
  • On Rectangle stages: attacks straight away in 54.2% of rounds, against 38.9% on the other stages.
  • After opening the round before by backing off: backs off first in 39.0% of rounds, against 29.9% after anything else.
  • In round 1: opens with “46P+KP Ryusei Renkoushu into 46P+KPP Rensansui Banchu” in 9.3% of rounds, against 4.2% in their other rounds.
  • Against Brad: opens with “crouch dash back into 4P+K Taizan Soukoushu” in 16.3% of rounds, against 3.9% against everyone else.
  • On Rectangle stages: opens with “6P Banchu” in 9.5% of rounds, against 3.5% on the other stages.
  • After opening the round before with “forward movement into P punch”: opens with “forward movement into P punch” in 16.7% of rounds, against 7.4% after anything else.

How is this tested?

forward movement into punchP2049.2%
Juchou Senshou8P+K1717.7%
Ryusei Renkoushu46P+KP into Rensansui Banchu46P+KPP1225.5%
crouch dash back into Taizan Soukoushu4P+K1034.7%
Banchu6P904.1%
crouch into Dantai3K703.2%
backdash into evade down673.0%
Ukoushin46P+K632.8%
Ukoushin46P+K into Ryusei Renkoushu46P+KP552.5%
crouch dash back into evade down502.3%
punchP472.1%
crouch into Katousui2P371.7%
forward movement into Renkan SenshouPPP371.7%
Shicchi Soutai3K+G331.5%
Souji SenpuP+K231.0%

292 further openings account for the other 1,045 rounds.

Counted from 557 of the 595 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
Akira23–10 · 70%12–9 · 57%too few to test
Jacky12–13 · 48%6–8 · 43%too few to test
Jean5–12 · 29%7–12 · 37%too few to test
Wolf15–11 · 58%5–8 · 38%too few to test
Jeffry10–12 · 45%11–5 · 69%too few to test
Lau10–10 · 50%4–7 · 36%too few to test
Goh13–7 · 65%4–6 · 40%too few to test
Brad12–8 · 60%8–5 · 62%too few to test
Kage9–12 · 43%5–3 · 62%too few to test
Sarah11–5 · 69%6–2 · 75%too few to test
Lion4–9 · 31%3–3 · 50%too few to test
Pai6–4 · 60%2–5 · 29%too few to test
Lei Fei13–3 · 81%0–2 · 0%too few to test
Shun10–1 · 91%5–3 · 62%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.

38 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?

Not counted here: Akira, Eileen. Their matches were not pulled for openings.

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