VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lion

みなみ

  • Aoi
  • Jacky
  • Sarah
  • Shun
Career matches496
Career win rate50.8%
Round win rate48.3%
Peak rank22
Distinct opponents31
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1227 #3,366 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

Lion2223511512048.9%
Jacky18127606747.2%
Aoi18114654957.0%
Sarah17128466.7%
Shun1684450.0%

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

240 of 240 rounds counted

7.2 inputs a second (434 a minute) this season. Faster than 52% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi7.243580
Lion7.745966
Jacky7.142560
Sarah6.639729
Shun7.34385

By opponent's character

Akira7.142758
Aoi6.740229
Wolf6.840729
Shun7.444321
Pai7.444418
Jacky7.847014
Taka7.545015
Lau6.941211
Brad7.64579
Dural7.94767
El Blaze8.34987
Jeffry7.14279
Lion8.55085
Sarah7.54484
Vanessa7.84684

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

Akira157846.7%-1.8
Aoi87187.5%+33.7
Wolf75271.4%+16.9
Shun63350.0%-6.8
Pai52340.0%-14.9
Jacky42250.0%+34.3
Taka4040.0%-78.3
Lau32166.7%+20.8
Brad220100.0%+47.5
Dural2020.0%-29.6
El Blaze2020.0%-57.9
Jeffry2020.0%-57.9
Lion110100.0%+64.5
Sarah110100.0%+64.5
Vanessa1010.0%-47.5

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

Low Fence113827.3%-18.1
Octagon117463.6%+17.1
Open96366.7%+11.8
Single Wall74357.1%+10.5
Breakable Full Fence440100.0%+46.6
Breakable Half Fence4040.0%-53.2
Full Fence43175.0%+33.4
Half Fence32166.7%+17.8
Rectangle31233.3%-33.8
Full Fence and Open110100.0%+39.2

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
Walls2958.6%51.4%+7.2
No walls2748.1%48.4%-0.3

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

y.o.y (Rank 15)54180.0%
みらめたる (Rank 21)53260.0%
Spearhead (Rank 12)31233.3%
chibo (Rank 24)31233.3%
pkgodhg (Rank 17)32166.7%
かっち (Rank 13)32166.7%
ウシジマ (Rank 35)31233.3%
ゲーム武人 (Rank 17)330100.0%
委員ちょ@レバーレス練 (Rank 21)330100.0%
Fuji-Atsuka (Rank 19)220100.0%
TaKaArAsHi573 (Rank 27)2020.0%
daisomanager (Rank 10)2020.0%
maruchan1884 (Rank 15)2020.0%
swhy2008 (Rank 16)2020.0%
びすぽ! (Rank 21)2020.0%
ミスト (Rank 16)2020.0%
俺... (Rank 16)220100.0%
施主功力必定在我之上 (Rank 17)21150.0%
김멋있다 (Rank 21)2020.0%
NEKOz (Rank 25)110100.0%
Pewter (Rank 15)1010.0%
kim4439 (Rank 18)110100.0%
sakaekotobuki39 (Rank 12)110100.0%
安全パイ (Rank 24)1010.0%
時宣院日要 (Rank 16)110100.0%

Most played opponents, most recent first

委員ちょ@レバーレス練 (Rank 21)2026/10/16330100.0%
ゲーム武人 (Rank 17)2026/10/16330100.0%
daisomanager (Rank 10)2026/10/132020.0%
かっち (Rank 13)2026/10/1232166.7%
みらめたる (Rank 21)2026/10/1253260.0%
施主功力必定在我之上 (Rank 17)2026/09/2821150.0%
kim4439 (Rank 18)2026/09/28110100.0%
y.o.y (Rank 15)2026/09/2754180.0%
びすぽ! (Rank 21)2026/09/272020.0%
ミスト (Rank 16)2026/09/232020.0%
maruchan1884 (Rank 15)2026/09/222020.0%
俺... (Rank 16)2026/09/13220100.0%
swhy2008 (Rank 16)2026/09/132020.0%
Pewter (Rank 15)2026/09/121010.0%
NEKOz (Rank 25)2026/09/06110100.0%
김멋있다 (Rank 21)2026/09/052020.0%
chibo (Rank 24)2026/09/0331233.3%
安全パイ (Rank 24)2026/08/311010.0%
Fuji-Atsuka (Rank 19)2026/08/31220100.0%
TaKaArAsHi573 (Rank 27)2026/08/212020.0%
時宣院日要 (Rank 16)2026/07/25110100.0%
ウシジマ (Rank 35)2026/07/2231233.3%
sakaekotobuki39 (Rank 12)2026/07/20110100.0%
pkgodhg (Rank 17)2026/07/2032166.7%
Spearhead (Rank 12)2026/07/2031233.3%

Round openings

Every character

evade up94.6%
backdash63.0%
Slant Back Knuckle1P into Rage Kick1PK52.5%
Banchu6P into Banchu Renkanshu6PP42.0%
backdash into Long Stride Back Knuckle4P+K42.0%
backdash into backward movement42.0%
crouch into Leg Slicer2K+G42.0%
Koushu RensuiPP into Rensui SoushuPPP+K31.5%
Tenchi In'youP+K+G31.5%
evade up into Sodeshinken33P+K31.5%
guardG31.5%
Attai2K into Tousentai2KK+G21.0%
Attai2K into Zensoutai2KK21.0%
Chudan Hiji'ate6P into Tsumujisakura6PP21.0%
Double Dragon9K21.0%

122 further openings account for the other 141 rounds.

Counted from 52 of the 63 matches played. The rest were not pulled for openings.

Lion

Career
115–120 · 48.9%
This season
17 matches · 52.9%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Banchu6P into Banchu Renkanshu6PP46.1%
Koushu RensuiPP into Rensui SoushuPPP+K34.5%
guardG34.5%
Attai2K into Tousentai2KK+G23.0%
Attai2K into Zensoutai2KK23.0%
Koushu RensuiPP into Renkan SenshouPPP23.0%
Senputai8K into Katoutai8KK23.0%
backdash23.0%
backdash into Senkyutai1K23.0%
backdash into Sentai4K23.0%
backdash into Tourou Shutsudou39P+K+GPP23.0%
crouch into Senkyutai1K23.0%
evade up23.0%
offensive move into punchP23.0%
Dantai3K into Zensoutai2KK11.5%

33 further openings account for the other 33 rounds.

Jacky

Career
60–67 · 47.2%
This season
16 matches · 37.5%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Slant Back Knuckle1P into Rage Kick1PK59.6%
backdash into Long Stride Back Knuckle4P+K47.7%
Double Dragon9K23.9%
Spinning Back Knuckle4P into Double Back Knuckle4PP23.9%
backdash23.9%
backdash into Slide Shuffle (Deflect)4P+K+G23.9%
evade up23.9%
evade up into Long Stride Back Knuckle4P+K23.9%
evade up into Spin Heel Sword4K+G23.9%
Beat KnuckleP+K11.9%
Beat KnuckleP+K into Beat Spin KickP+KK11.9%
Beat KnuckleP+K into Long Stride Back Knuckle4P+K11.9%
Body Blow3P+K into Beat & Back KnuckleP+KP11.9%
Double Dragon9K into up kick8K11.9%
Dragon Combination 11P+K11.9%

23 further openings account for the other 23 rounds.

Counted from 14 of the 16 matches played. The rest were not pulled for openings.

Aoi

Career
65–49 · 57.0%
This season
21 matches · 52.4%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenchi In'youP+K+G36.7%
evade up36.7%
evade up into Sodeshinken33P+K36.7%
Chudan Hiji'ate6P into Tsumujisakura6PP24.4%
backdash24.4%
backdash into Kamageri4K24.4%
backdash into crouch24.4%
crouch into Kusanagi2K+G24.4%
Jousei Ryusenshou214P+K into Sayo'arashiP+K12.2%
Kamageri4K12.2%
Koromoguruma66P12.2%
Ouda6P+K into Oushu Hiji'ate6P+KP12.2%
Ryusen3P+K into Sayo'arashiP+K12.2%
Sanseigan66P+K into Ouka66P+KP12.2%
ShigureK+G12.2%

19 further openings account for the other 19 rounds.

Counted from 12 of the 21 matches played. The rest were not pulled for openings.

Sarah

Career
8–4 · 66.7%
This season
8 matches · 75.0%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Leg Slicer2K+G413.8%
Rising Elbow6P into Double Joint Butt6PK26.9%
backdash into Switch Kick4K26.9%
backdash into backward movement26.9%
crouch into Low Kick2K26.9%
evade up26.9%
Feather Scarecrow8K13.5%
Flash Piston PunchPPP into Combo Rising KneePPPK13.5%
Jab StraightPP into Flash Piston PunchPPP13.5%
Long Snap Side Chop3P+K into evade down13.5%
Round Kick8K+G13.5%
Round Kick8K+G into Feather Scarecrow8K13.5%
Stiletto66K13.5%
Stiletto66K into kickK13.5%
Switch Kick4K13.5%

6 further openings account for the other 6 rounds.

Shun

Career
4–4 · 50.0%
This season
1 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyousentai2K into Renhi ChougekiKK120.0%
Shinho Suikoushu43P+K into punchP120.0%
Toukyaku6K+G120.0%
offensive move120.0%
punchP into RengekiPP120.0%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Lion: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Shun: not tested (too few rounds)