VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

Gyo-za_Cat

Career matches1,139
Career win rate48.7%
Round win rate49.2%
Peak rank27
Distinct opponents55
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1371 #2,804 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

Lion271,13955558448.7%

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

340 of 370 rounds counted

5.6 inputs a second (338 a minute) this season. Faster than 10% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion5.6338340

By opponent's character

Aoi5.734361
Jeffry5.734444
Akira5.633436
Wolf5.734127
Jacky5.734234
Sarah5.533131
Pai5.633420
Goh5.834622
Lei Fei5.231016
Taka5.030314
Jean5.733912
Eileen6.33779
Kage5.43246
Lion6.03634
Vanessa6.23714

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

Aoi1610662.5%+18.5
Jeffry115645.5%+4.7
Akira104640.0%-12.1
Wolf105550.0%+10.6
Jacky94544.4%-7.7
Sarah92722.2%-19.2
Pai73442.9%-6.3
Goh53260.0%+15.4
Lei Fei42250.0%+8.9
Taka42250.0%+0.2
Jean31233.3%-22.8
Eileen21150.0%+9.9
Kage220100.0%+26.6
Lion1010.0%-60.9
Vanessa1010.0%-72.8

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 Fence and Open156940.0%-9.3
Single Wall1441028.6%-24.7
Breakable Full Fence135838.5%-7.6
Full Fence104640.0%-5.9
Octagon94544.4%+1.4
Half Fence86275.0%+28.0
Rectangle74357.1%+14.1
Open65183.3%+33.5
Low Fence53260.0%+7.6
Breakable Half Fence42250.0%+9.4

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
Walls5149.0%45.0%+4.0
No walls2548.0%50.8%-2.8

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

NoMark/ノーマーク (Rank 29)2026/10/0431233.3%
筋トレ職人 (Rank 29)2026/10/042020.0%
さざび (Rank 29)2026/09/152020.0%
kuni_sato (Rank 24)2026/09/1332166.7%
oichanJP (Rank 30)2026/09/0632166.7%
ゅろぽ (Rank 24)2026/09/0621150.0%
カプリッチョ (Rank 27)2026/09/0621150.0%
jackgnhang (Rank 26)2026/09/0632166.7%
パニガーレ (Rank 26)2026/09/0632166.7%
安全パイ (Rank 24)2026/09/0321150.0%
yasai (Rank 22)2026/08/3063350.0%
masami.mac (Rank 24)2026/08/302020.0%
fazz00r (Rank 26)2026/08/22220100.0%
AGジャッキー (Rank 26)2026/08/223030.0%
uribo (Rank 26)2026/08/212020.0%
gimoring (Rank 25)2026/08/052020.0%
yamaneko (Rank 28)2026/07/2821150.0%
銀 (Rank 26)2026/07/092020.0%
GWO (Rank 22)2026/07/0532166.7%
t4a (Rank 24)2026/07/0421150.0%
xXsoul-childXx (Rank 26)2026/07/032020.0%
委員ちょ (Rank 21)2026/06/27220100.0%
KAISER (Rank 26)2026/06/242020.0%
造り酒屋の御曹司 (Rank 21)2026/03/3021150.0%
アベル (Rank 23)2026/03/302020.0%

Round openings

Lion

Career
555–584 · 48.7%
This season
94 matches · 46.8%
Peak rank
27

First hit in 49.3% of 369 rounds. Won 52.8% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into Sentai4K267.0%
Taizan Soukoushu4P+K246.5%
Sentai4K174.6%
punchP into RensuitaiPK123.2%
punchP into crouch113.0%
evade down into guardG92.4%
punchP92.4%
Koushu RensuiPP into Renkan SenshouPPP82.2%
Ryusei Koushugeki (Deflect)214P71.9%
guardG71.9%
guardG into evade down71.9%
Banchu6P into crouch dash forward61.6%
Tanhikyaku46K61.6%
crouch dash forward into Sen'inshou3P61.6%
crouch into Katousui2P61.6%

115 further openings account for the other 209 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 (13 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Lion: 0 of 13 tests hold up