VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

Abraxas

  • Brad
Career matches2,050
Career win rate36.8%
Round win rate44.3%
Peak rank22
Distinct opponents71
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1147 #3,541 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

Lion221,6706221,04837.2%
Brad2138013224834.7%

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

609 of 738 rounds counted

9.8 inputs a second (586 a minute) this season. Faster than 94% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion9.7584588
Brad11.166821

By opponent's character

Akira10.4624117
Aoi9.758490
Shun9.657464
Sarah9.456448
Goh9.959336
Jeffry10.361742
Pai9.657639
Kage10.059846
Lau8.651735
Lion9.053931
Jacky9.758417
Wolf10.462221
Brad9.154316
El Blaze11.46873
Lei Fei9.45664

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

Akira42172540.5%+1.9
Aoi25121348.0%+6.1
Shun1731417.6%-26.7
Sarah156940.0%-7.2
Goh134930.8%-2.9
Jeffry138561.5%+23.2
Pai137653.9%+23.7
Kage127558.3%+25.6
Lau94544.4%+1.4
Lion72528.6%-11.7
Jacky6060.0%-39.8
Wolf62433.3%-11.4
Brad43175.0%+25.3
Jean4040.0%-33.2
El Blaze1010.0%-30.0
Lei Fei1010.0%-24.8
Taka1010.0%-54.0

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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

Breakable Half Fence2662023.1%-21.6
Octagon2461825.0%-14.4
Breakable Full Fence2081240.0%-5.0
Open1961331.6%+2.4
Rectangle1991047.4%+4.8
Full Fence1810855.6%+17.3
Half Fence1610662.5%+27.8
Low Fence157846.7%+6.2
Single Wall145935.7%+0.2
Full Fence and Open103730.0%-6.8

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
Walls12339.8%40.7%-0.8
No walls4837.5%34.8%+2.7

Walls against open: -3.5 points (95% range -21.7 to +14.6), p 0.703 — 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

ありがとナス (Rank 22)2026/10/1852340.0%
neco (Rank 22)2026/10/1881712.5%
dojoGR (Rank 23)2026/10/1462433.3%
ASSERT(m_pThink); (Rank 21)2026/10/1431233.3%
ConfidentMrSatan (Rank 21)2026/10/1484450.0%
みらめたる (Rank 21)2026/10/1471614.3%
moomoolien (Rank 17)2026/10/1431233.3%
サーちゃん (Rank 22)2026/10/135050.0%
Shadowiori (Rank 24)2026/10/1376185.7%
specialweek003photo (Rank 22)2026/10/134040.0%
dalmax72 (Rank 21)2026/10/1353260.0%
HayanieMozu (Rank 21)2026/10/134040.0%
kimxxxtt (Rank 22)2026/10/1231233.3%
Martin1833 (Rank 24)2026/10/083030.0%
r7ivrmmy.yosuke0630 (Rank 2)2026/09/26330100.0%
unknown (Rank 27)2026/09/2672528.6%
김멋있다 (Rank 21)2026/09/2542250.0%
Marooned (Rank 22)2026/08/2243175.0%
makoto.qo.op (Rank 23)2026/08/2232166.7%
G13 (Rank 21)2026/08/2232166.7%
安全パイ (Rank 23)2026/08/0563350.0%
ryu2811 (Rank 24)2026/06/2151420.0%
naowai (Rank 21)2026/06/20330100.0%
Cooljerk (Rank 21)2026/05/0674357.1%
swhy2008 (Rank 22)2026/04/2631233.3%

Round openings

Lion

Career
622–1,048 · 37.2%
This season
183 matches · 40.4%
Peak rank
22

First hit in 60.6% of 495 rounds. Won 46.3% of the rounds they struck first, 40.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 30.7% of rounds, against 12.7% in their other rounds.
  • Against Akira: backs off first in 19.4% of rounds, against 9.3% against everyone else.
  • On Open stages: backs off first in 28.3% of rounds, against 10.5% on the other stages.
  • After losing a round: waits first in 18.4% of rounds, against 5.9% after winning one.
  • After winning a round: opens with “forward movement into P punch” in 8.9% of rounds, against 7.0% after losing one.

How is this tested?

forward movement into punchP397.8%
crouch into Rakugekishou3PP224.4%
Senkyutai1K193.8%
no input142.8%
Juchou Senshou8P+K102.0%
crouch into Sen'inshou3P91.8%
forward movement into Renkan SenshouPPP91.8%
forward movement into Koushu RensuiPP81.6%
KouhaitaiK+G71.4%
Sen'inshou3P into Rakugekishou3PP71.4%
Touho Soushu2P+K into punchP71.4%
backdash into back kick+guard4K+G71.4%
kickK into RensentaiKK71.4%
punchP into crouch71.4%
Juchou Senshou8P+K into punchP61.2%

204 further openings account for the other 320 rounds.

Counted from 127 of the 183 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
Akira10–15 · 40%3–3 · 50%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.

56 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: Brad. 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 (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: 5 of 14 tests hold up