VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

Lasdow

Career matches1,326
Career win rate48.7%
Round win rate48.6%
Peak rank28
Distinct opponents63
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1427 #2,487 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

Lion281,32664668048.7%

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

1,133 of 1,153 rounds counted

7.6 inputs a second (457 a minute) this season. Faster than 62% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.64571,133

By opponent's character

Goh7.7462159
Sarah7.8467142
Jacky7.4445120
Pai7.7459100
Lion7.444469
Brad7.645647
Akira7.645769
El Blaze7.846575
Lau8.048256
Shun7.042353
Eileen7.444454
Jeffry7.645456
Lei Fei7.444331
Wolf8.148829
Jean7.444429
Aoi8.450116
Dural7.544912
Kage7.444410
Taka7.04206

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

Goh39172243.6%+3.4
Sarah35152042.9%-6.6
Jacky33221166.7%+3.1
Pai24111345.8%-10.0
Lion2291340.9%-5.1
Brad1913668.4%+14.2
Akira1861233.3%-14.3
El Blaze1810855.6%-9.5
Lau1512380.0%+14.3
Shun157846.7%+20.2
Eileen146842.9%-6.6
Jeffry1441028.6%-6.1
Lei Fei81712.5%-11.3
Wolf82625.0%-12.4
Jean75271.4%+40.9
Aoi42250.0%+8.9
Dural31233.3%+15.5
Kage220100.0%+33.6
Taka2020.0%-47.2

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

Full Fence61332854.1%+3.1
Low Fence34132138.2%-6.6
Breakable Half Fence32181456.2%+5.6
Open32151746.9%+12.0
Breakable Full Fence29151451.7%-9.7
Single Wall2652119.2%-25.6
Octagon2214863.6%+11.6
Half Fence1981142.1%-9.1
Rectangle1810855.6%+8.9
Full Fence and Open106460.0%+22.4

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18154.1%52.6%+1.6
No walls9235.9%40.9%-5.0

Walls against open: +6.6 points (95% range -5.3 to +18.5), p 0.275 — 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

NaughtNaught (Rank 31)2026/09/1027111640.7%
mogwaifou (Rank 24)2026/09/0771614.3%
skywalkeR78081 (Rank 23)2026/09/071810855.6%
Kamille★修正パンチ (Rank 45)2026/09/0751420.0%
Kephirat (Rank 24)2026/09/0784450.0%
Rodryu (Rank 33)2026/08/311221016.7%
Bloodartist (Rank 30)2026/08/3062433.3%
TheDarkDragon (Rank 39)2026/08/306060.0%
RustyTachikoma[EU] (Rank 24)2026/08/30770100.0%
Trunky (Rank 20)2026/08/22660100.0%
OldschoolSektor (Rank 27)2026/08/1872528.6%
nadol90 (Rank 35)2026/08/1871614.3%
Bruno28 (Rank 16)2026/08/04660100.0%
Kingheim (Rank 35)2026/08/0471614.3%
speedymat (Rank 27)2026/08/0265183.3%
wilus (Rank 25)2026/07/29124833.3%
GOMVPGO (Rank 33)2026/07/2961516.7%
[FR]Badblood (Rank 31)2026/07/2261516.7%
TheWarriorsDen (Rank 28)2026/07/2282625.0%
Dimz_ (Rank 23)2026/06/1854180.0%
Mudi (Rank 25)2026/06/1852340.0%
neoslayer92 (Rank 30)2026/06/1681712.5%
Kaz (Rank 21)2026/06/15118372.7%
Azelno (Rank 21)2026/06/1398188.9%
ice (Rank 21)2026/04/09660100.0%

Round openings

Lion

Career
646–680 · 48.7%
This season
300 matches · 48.3%
Peak rank
28

First hit in 50.3% of 1,145 rounds. Won 50.7% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

  • In round 2: opens with “backdash into P+K Souji Senpu” in 26.0% of rounds, against 18.1% in their other rounds.
  • Against Pai: opens with “1K Senkyutai into 4K Sentai” in 16.0% of rounds, against 4.5% against everyone else.

How is this tested?

backdash into Souji SenpuP+K23320.1%
RensuitaiPK into Rensuitai ShumenPKP15813.6%
Senkyutai1K into kickK756.5%
kickK into RensentaiKK716.1%
Senkyutai1K into Sentai4K645.5%
punchP into kickK615.3%
backdash into backward movement605.2%
backdash413.5%
Senkyutai1K into Zensoutai2KK332.9%
Banchu6P into Banchu Renkanshu6PP232.0%
backward movement into backdash171.5%
evade up into Rensuitai ShumenPKP171.5%
backdash into Shicchi Soutai3K+G161.4%
Shicchi Soutai3K+G151.3%
punchP into RensuitaiPK141.2%

90 further openings account for the other 261 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Goh10–16 · 38%4–4 · 50%too few to test
Sarah8–8 · 50%5–10 · 33%too few to test
Jacky18–4 · 82%4–7 · 36%too few to test
Pai6–10 · 38%3–3 · 50%too few to test
Lion9–7 · 56%0–4 · 0%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 (15 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: 2 of 15 tests hold up