VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

*NIL-NEON*

  • Jacky
  • Akira
  • El Blaze
  • Eileen
  • Goh
  • Kage
  • Lau
  • Vanessa
  • Aoi
  • Taka
  • Brad
  • Pai
Career matches1,319
Career win rate36.5%
Round win rate40.8%
Peak rank23
Distinct opponents204
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1100 #3,593 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

Lion2354619934736.5%
Jacky232568916734.8%
Akira211514310828.5%
Lau2279354444.3%
Vanessa1650222844.0%
Kage1649163332.6%
Pai1640103025.0%
Goh1135142140.0%
Aoi123272521.9%
El Blaze1130131743.3%
Eileen122920969.0%
Taka111914573.7%
Brad63030.0%

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

1,444 of 1,924 rounds counted

7.1 inputs a second (424 a minute) this season. Faster than 48% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.2432763
Jacky7.1426389
Akira7.1428210
Kage5.332037
Lau5.935128
Vanessa6.036012
Pai5.53335

By opponent's character

Akira7.3438233
Aoi7.4445176
Jeffry6.6396149
Pai6.840580
Wolf6.8410111
Jacky7.0422109
Sarah7.042275
Shun7.344167
Eileen6.740275
Taka6.941669
Lion7.343841
Kage7.243548
Lau7.444338
Lei Fei7.343942
Jean7.041954
Goh7.243219
El Blaze6.841123
Dural7.545317
Brad7.243012
Vanessa5.43226

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

Akira75373849.3%+16.6
Aoi53163730.2%-6.4
Jeffry38132534.2%-3.1
Pai37162143.2%+6.2
Wolf3792824.3%-11.4
Jacky36201655.6%+18.7
Sarah3372621.2%-17.1
Shun30161453.3%+13.1
Eileen2141719.1%-14.5
Taka2051525.0%-5.0
Lion1821611.1%-23.3
Kage1641225.0%-4.0
Lau156940.0%-2.2
Lei Fei1521313.3%-24.8
Jean1441028.6%-14.8
Goh126650.0%+16.4
El Blaze115645.5%+13.5
Dural84450.0%+13.9
Brad64266.7%+26.2
Vanessa2020.0%-41.8

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 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

Half Fence67264138.8%+3.0
Low Fence55163929.1%-5.5
Rectangle55243143.6%+7.3
Breakable Full Fence53183534.0%-2.4
Octagon52213140.4%+2.4
Open49183136.7%-0.8
Single Wall46192741.3%+8.7
Full Fence44123227.3%-13.8
Breakable Half Fence43162737.2%+4.0
Full Fence and Open1861233.3%-2.9

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls31437.3%36.8%+0.4
No walls15035.3%34.9%+0.4

Walls against open: +0.0 points (95% range -9.8 to +9.9), p 0.994 — 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

ASSERT(m_pThink); (Rank 22)2026/10/0664266.7%
maeK55 (Rank 21)2026/10/06105550.0%
dojoGR (Rank 22)2026/10/0561516.7%
SinNagy (Rank 21)2026/10/04113827.3%
委員ちょ (Rank 21)2026/09/245050.0%
G.S (Rank 22)2026/09/04118372.7%
Johnny_LWJ (Rank 16)2026/07/2875271.4%
kinoppy0126 (Rank 22)2026/07/2052340.0%
Hadouken (Rank 22)2026/07/2094544.4%
☆瞳氷☆ (Rank 24)2026/07/2082625.0%
技術応用部/初心者 (Rank 21)2026/07/2053260.0%
しおのさばやき (Rank 21)2026/07/2062433.3%
momamoa (Rank 17)2026/07/1763350.0%
流形 (Rank 17)2026/07/17550100.0%
ぽの (Rank 15)2026/06/226060.0%
Lucifer-1971 (Rank 17)2026/06/2252340.0%
あぶらこ (Rank 22)2026/06/2162433.3%
パパ (Rank 25)2026/06/2152340.0%
osAnKIRA (Rank 23)2026/06/2141325.0%
dalmax72 (Rank 24)2026/06/206060.0%
y-ike555 (Rank 22)2026/06/2072528.6%
sakana5106 (Rank 24)2026/06/2052340.0%
けーすけ (Rank 23)2026/06/1871614.3%
FOX_CQC (Rank 22)2026/06/145050.0%
mok (Rank 4)2026/04/1241325.0%

Round openings

Every character

Sentai4K into Sentai Shumen4KP1116.1%
backdash into evade up834.5%
Banchu6P482.6%
evade up into crouch dash forward452.5%
Sentai4K into HakotsushuP+K+G422.3%
Banchu6P into Banchu Renkanshu6PP412.2%
evade up into evade down412.2%
backdash into evade down362.0%
punchP341.9%
evade down into crouch dash forward311.7%
crouch dash forward into guardG281.5%
Koushutai44K into Souji SenpuP+K271.5%
Rimon Chouchu66P261.4%
evade up into forward dash261.4%
In'you4P into Ni In'you4PP231.3%

459 further openings account for the other 1,188 rounds.

Counted from 471 of the 489 matches played. The rest were not pulled for openings.

Lion

Career
199–347 · 36.5%
This season
259 matches · 34.8%
Peak rank
23

First hit in 45.7% of 961 rounds. Won 41.2% of the rounds they struck first, 38.1% of the rounds they were struck first.

Significant Tells

  • After opening the round before by backing off: backs off first in 31.4% of rounds, against 12.9% after anything else.

How is this tested?

Sentai4K into Sentai Shumen4KP11111.4%
Banchu6P484.9%
Sentai4K into HakotsushuP+K+G424.3%
Banchu6P into Banchu Renkanshu6PP414.2%
backdash into evade up414.2%
Koushutai44K into Souji SenpuP+K272.8%
backdash into evade down242.5%
In'you4P into Ni In'you4PP232.4%
crouch dash forward into guardG212.1%
Heimonkyaku6K202.0%
evade up into crouch dash forward202.0%
kickK into RensentaiKK202.0%
punchP191.9%
evade up into evade down171.7%
evade up into forward dash171.7%

184 further openings account for the other 485 rounds.

Counted from 253 of the 259 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
Akira11–17 · 39%4–2 · 67%too few to test
Aoi2–7 · 22%5–10 · 33%too few to test
Shun9–8 · 53%2–1 · 67%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.

6 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?

Jacky

Career
89–167 · 34.8%
This season
100 matches · 38.0%
Peak rank
23

First hit in 39.5% of 362 rounds. Won 47.5% of the rounds they struck first, 39.7% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade up318.4%
Middle Smash6P174.6%
kickK into Grave BlowKP143.8%
Trial KnuckleKPP into Spinning Back FistKPPP133.5%
backdash into Long Stride Back Knuckle4P+K133.5%
evade up into evade down133.5%
evade up into crouch dash forward123.3%
Dash Hammer Kick66K113.0%
evade down into Smash Straight3P113.0%
punchP into Punch High KickPK92.5%
Step-in Middle Kick66K+G82.2%
backdash into Spin Heel Sword4K+G82.2%
evade down into crouch dash forward82.2%
evade down into Dash Hammer Kick66K61.6%
Middle Kick3K into Middle Kick~Jab3KP51.4%

107 further openings account for the other 189 rounds.

Counted from 94 of the 100 matches played. The rest were not pulled for openings.

Akira

Career
43–108 · 28.5%
This season
52 matches · 32.7%
Peak rank
21

First hit in 50.8% of 185 rounds. Won 40.4% of the rounds they struck first, 35.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P2614.0%
backdash into Sokutai3K126.5%
backdash into evade up105.4%
evade up into crouch dash forward73.8%
Sokutai3K63.2%
evade down into Rimon Chouchu66P63.2%
backdash into Jouho Senshou46P52.7%
backdash into Kenhou6KP52.7%
evade down into crouch dash forward52.7%
evade up into forward dash52.7%
forward dash into Rimon Chouchu66P52.7%
backdash into Youhou33P42.1%
evade down into backdash42.1%
evade up into evade down42.1%
forward dash into Jouho Touken6P42.1%

48 further openings account for the other 78 rounds.

Counted from 46 of the 52 matches played. The rest were not pulled for openings.

El Blaze

Career
13–17 · 43.3%
This season
16 matches · 43.8%
Peak rank
11

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Drop Kick9K69.1%
punchP57.6%
evade up into evade down46.1%
backdash34.5%
crouch dash forward into guardG34.5%
evade down into crouch dash forward34.5%
Shadow Strike6P23.0%
backdash into Drop Kick9K23.0%
backdash into evade down23.0%
evade down23.0%
evade down into guardG23.0%
guardG23.0%
Backfire4P+K+G11.5%
Death Scythe Slash8K11.5%
Jumping Hammer Knuckle8P+K11.5%

27 further openings account for the other 27 rounds.

Eileen

Career
20–9 · 69.0%
This season
13 matches · 61.5%
Peak rank
12

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tanhikyaku9K612.2%
evade up into crouch dash forward510.2%
offensive move510.2%
Enkou Kenka46P24.1%
Jinraishou6P+K into Sayu Gekishou6P+KP24.1%
Kesshi Hanbi46K+G24.1%
backdash into Enkou Nyurin66P24.1%
crouch dash forward24.1%
evade down24.1%
Douchu6P12.0%
Douchu6P into Jouho Chu'un6PP12.0%
Enkou Nyurin66P12.0%
Goku Kouhon7P+K+G12.0%
Goku Shicchi (Interrupt Moves)6P+K+G12.0%
backdash into Goku Shicchi (Interrupt Moves)6P+K+G12.0%

15 further openings account for the other 15 rounds.

Goh

Career
14–21 · 40.0%
This season
13 matches · 23.1%
Peak rank
11

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'ate6P24.4%
backdash into guardG24.4%
crouch dash back into guardG24.4%
evade down into guardG24.4%
evade up into backdash24.4%
punchP into Tsurane ShoudaPP24.4%
Hoderi4P into Hoderi~Shikigami4PP12.2%
KiribaraiK+G12.2%
Kokuryusatsu Ichi46P+K into Kokuryusatsu Ni46P+KP12.2%
Kumite Harai (Deflect)4P+K+G12.2%
Raikou3P12.2%
Raikou3P into Denkou3PP12.2%
Soukyu46P12.2%
Tsukikage6K12.2%
backdash into Garyu66K12.2%

24 further openings account for the other 24 rounds.

Kage

Career
16–33 · 32.6%
This season
10 matches · 50.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rasen4P1437.8%
Hiji'uchi6P616.2%
Rasen4P into Rasen Urageri4PK38.1%
Rasen4P into backward movement38.1%
crouch dash forward into Fusenjin3P38.1%
Rakuyou Senpudan8P+K25.4%
Nakageri3K into Rasen Fujin3KP12.7%
Rasen Fujin3KP into Rasen Kouryujin3KPP12.7%
Suishageri7K+G12.7%
evade down into crouch12.7%
guardG12.7%
guardG into Hiji'uchi6P12.7%

Vanessa

Career
22–28 · 44.0%
This season
8 matches · 37.5%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: backdash into guardG411.8%
Offensive Style: Body Blow411.8%
Defensive Style: Bone Crush Middle into guardG25.9%
Defensive Style: backdash into Heel Kick6K+G25.9%
Defensive Style: crouch dash forward into guardG25.9%
Defensive Style: punch25.9%
Defensive Style: Back Knuckle12.9%
Defensive Style: Bone Crush Middle12.9%
Defensive Style: Bone Crush Middle into forward dash12.9%
Defensive Style: Heavy Impact12.9%
Defensive Style: backdash into Bone Crush Middle3K12.9%
Defensive Style: backdash into crouch12.9%
Defensive Style: crouch dash forward into evade down12.9%
Defensive Style: crouch dash forward into forward dash12.9%
Defensive Style: evade down into guardG12.9%

9 further openings account for the other 9 rounds.

Aoi

Career
7–25 · 21.9%
This season
7 matches · 14.3%
Peak rank
12

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into Hou'oushu3P312.0%
Hou'oushu3P28.0%
backdash into throw escape28.0%
Chudan Hiji'ate6P14.0%
Chudan Hiji'ate6P into Tsumujisakura6PP14.0%
Jousei Ryusenshou214P+K14.0%
Kamageri4K14.0%
Maegeri3K14.0%
Raijinha6K14.0%
backdash14.0%
backdash into Ryoushi43P14.0%
backdash into Shinchuzuki (Deflect)236P+K14.0%
crouch dash back into Tsukiashibarai1P14.0%
crouch into Sodeshinken33P+K14.0%
evade down14.0%

6 further openings account for the other 6 rounds.

Taka

Career
14–5 · 73.7%
This season
6 matches · 50.0%
Peak rank
11

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ketaguri2K28.3%
Aka'oni MidaremageP+K14.2%
Ao'oni Midaremage214P+K14.2%
Chu Tsuppari6P+K into Chu Tsuppari 26P+KP14.2%
Hiji'ate6P14.2%
Honda Harite4PP into Honda Kata'ate4PPP14.2%
Ketaguri2K into guardG14.2%
Onigoroshi3P14.2%
Shimobarai1P into Susuharai1PP14.2%
Tsuppari 3PPP into Tsuppari 4PPPP14.2%
backward movement into Hiji'ate6P14.2%
crouch dash forward into Kachi'age33P+K14.2%
crouch dash forward into backward movement14.2%
crouch dash forward into throwP+G14.2%
crouch into Takatsumehashi3P+K14.2%

8 further openings account for the other 8 rounds.

Brad

Career
0–3 · 0.0%
This season
4 matches · 25.0%
Peak rank
6

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Elbow Hook6P320.0%
Kao Loy6K+G213.3%
Jaguar Tail2K+G16.7%
Sit Jab2P16.7%
backdash into evade down16.7%
evade down into Jab~High KickPK16.7%
evade down into Jolt Upper~Spin Kick3PK16.7%
evade down into Kao Loy6K+G16.7%
evade down into Pap Sawk Kao46K+G16.7%
evade down into crouch dash forward16.7%
evade down into guardG16.7%
punchP16.7%

Pai

Career
10–30 · 25.0%
This season
1 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senchutai3K240.0%
Senchuken6P120.0%
backdash into Koutankyaku66K120.0%
evade up into evade down120.0%

Not counted here: Lau. 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 (28 here; about 1.4 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: 1 of 15 tests hold up
  • Jacky: 0 of 13 tests hold up
  • Akira: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Eileen: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Pai: not tested (too few rounds)