VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

Onpwnage

  • Sarah
  • Brad
  • Jeffry
  • Lau
  • Vanessa
Career matches5,682
Career win rate58.5%
Round win rate60.5%
Peak rank35
Distinct opponents324
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1567 #1,558 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

Lion352,3081,53877066.6%
Sarah301,68989079952.7%
Jeffry281,02650652049.3%
Brad2729316213155.3%
Shun—102564654.9%
Vanessa24101752674.3%
Lau2173373650.7%
Jean—46311567.4%
Lei Fei—41251661.0%
Jacky—330100.0%

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

3,535 of 5,440 rounds counted

6.8 inputs a second (408 a minute) this season. Faster than 40% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion6.84112,889
Sarah6.1364156
Brad6.8409460
Jeffry6.237430

By opponent's character

Pai6.8410408
Akira6.9414312
Wolf6.9413419
Jacky7.1426147
Kage6.9415147
Vanessa6.6398317
Sarah6.9412206
Brad7.0419222
Shun6.6398227
Lau6.539183
Lion7.0420205
Jeffry6.8410117
Aoi6.9415176
Goh6.3380157
Jean7.0418132
Eileen6.337646
Taka6.840652
Dural7.041852
Lei Fei6.639753
El Blaze6.237157

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

Pai1691145567.5%-0.6
Akira139875262.6%-0.5
Wolf112615154.5%-1.9
Jacky110733766.4%+1.2
Kage102643862.8%-0.8
Vanessa99643564.7%-1.2
Sarah84533163.1%-5.5
Brad81532865.4%+3.1
Shun75631284.0%+10.7
Lau64402462.5%+3.7
Lion60372361.7%-9.2
Jeffry52312159.6%+2.1
Aoi5041982.0%+5.3
Goh50341668.0%-0.1
Jean41241758.5%-3.8
Eileen2924582.8%+6.5
Taka2617965.4%-12.2
Dural2416866.7%+2.1
Lei Fei2315865.2%-12.0
El Blaze2220290.9%+13.5

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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 Fence1761076960.8%-2.8
Single Wall1551064968.4%-0.6
Breakable Half Fence154955961.7%-4.8
Low Fence138964269.6%+1.1
Open132864665.2%+1.9
Octagon130894168.5%+1.9
Breakable Full Fence129884168.2%+1.2
Full Fence127874068.5%+1.2
Rectangle115754065.2%+1.2
Full Fence and Open76482863.2%-6.3

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls83165.1%65.7%-0.6
No walls42567.8%67.1%+0.7

Walls against open: -1.3 points (95% range -6.9 to +4.3), p 0.659 — 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

Lorcan (Rank 34)2026/10/112116576.2%
RickoSama (Rank 27)2026/10/0915150100.0%
NoOneSpecific (Rank 30)2026/10/021881044.4%
Citywolf (Rank 32)2026/09/301551033.3%
JayeGuevara (Rank 24)2026/09/2812120100.0%
Semrosto (Rank 39)2026/09/2828121642.9%
mrsamurai (Rank 30)2026/09/2725111444.0%
brogasaurusrex (Rank 33)2026/09/271661037.5%
virtuagamer (Rank 24)2026/09/272620676.9%
goodjay (Rank 25)2026/09/123224875.0%
Smashquatch (Rank 30)2026/08/241510566.7%
speedymat (Rank 28)2026/08/0337211656.8%
Dreamcast (Rank 25)2026/08/023025583.3%
EverlastingFGC[SCO] (Rank 33)2026/07/31126650.0%
luckystrike (Rank 28)2026/07/3134181652.9%
CRYSTAL_CITY_JAY (Rank 31)2026/07/311771041.2%
Shenmueestamour (Rank 31)2026/07/31129375.0%
SDrakeo (Rank 26)2026/07/3134181652.9%
juersh (Rank 22)2026/07/271310376.9%
TheWarriorsDen (Rank 30)2026/07/2664352954.7%
DesertMonkey (Rank 24)2026/07/251813572.2%
Momomia (Rank 26)2026/07/15147750.0%
Silva_Raida (Rank 22)2026/05/2212120100.0%
Ame33 (Rank 26)2026/04/241631318.8%
Lomiso03230 (Rank 11)2026/04/0912120100.0%

Round openings

Every character

evade down into guardG1,35324.9%
Katousui2P2865.3%
guardG into evade down2765.1%
guardG2364.3%
Juchou Senshou8P+K2304.2%
evade down into Juchou Senshou8P+K2103.9%
evade down into Senkyutai1K1953.6%
evade up into guardG1683.1%
Senkyutai1K1482.7%
Senkyutai1K into guardG1232.3%
Banchu6P into Banchu Renkanshu6PP1212.2%
Banchu6P1061.9%
crouch into guardG881.6%
throw escape861.6%
evade up into Senshippo66P681.2%

387 further openings account for the other 1,730 rounds.

Counted from 1,402 of the 1,412 matches played. The rest were not pulled for openings.

Lion

Career
1,538–770 · 66.6%
This season
1,135 matches · 67.2%
Peak rank
35

First hit in 47.7% of 4,272 rounds. Won 63.8% of the rounds they struck first, 59.4% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 26.8% of rounds, against 16.9% in their other rounds.
  • Against Wolf: attacks straight away in 59.8% of rounds, against 29.5% against everyone else.
  • After opening the round before by attacking: attacks straight away in 59.9% of rounds, against 19.2% after anything else.
  • After winning a round: waits first in 20.4% of rounds, against 11.6% after losing one.
  • When ahead: waits first in 22.6% of rounds, against 11.4% when level or behind.
  • In round 1: opens with “G guard into evade down” in 6.6% of rounds, against 4.1% in their other rounds.
  • Against Wolf: opens with “8P+K Juchou Senshou” in 15.0% of rounds, against 4.5% against everyone else.
  • After opening the round before with “evade down into G guard”: opens with “evade down into G guard” in 36.2% of rounds, against 18.9% after anything else.
  • After the opponent opened the round before with “forward dash into P+G throw”: opens with “evade down into G guard” in 38.3% of rounds, against 22.6% after anything else.
  • When behind: opens with “8P+K Juchou Senshou” in 7.2% of rounds, against 4.2% when ahead or level.

How is this tested?

evade down into guardG95822.2%
Katousui2P2866.6%
Juchou Senshou8P+K2305.3%
evade down into Juchou Senshou8P+K2104.9%
guardG into evade down2054.8%
evade down into Senkyutai1K1954.5%
guardG1663.9%
Senkyutai1K1483.4%
evade up into guardG1373.2%
Senkyutai1K into guardG1232.9%
Banchu6P into Banchu Renkanshu6PP1212.8%
Banchu6P1062.5%
throw escape771.8%
crouch into guardG691.6%
evade up into Senshippo66P681.6%

245 further openings account for the other 1,216 rounds.

Counted from 1,125 of the 1,135 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
Pai49–20 · 71%38–21 · 64%+4.6
Akira40–21 · 66%19–11 · 63%too few to test
Wolf33–24 · 58%13–12 · 52%too few to test
Vanessa27–18 · 60%25–11 · 69%too few to test
Jacky40–20 · 67%13–4 · 76%too few to test
Brad31–16 · 66%9–8 · 53%too few to test
Kage31–16 · 66%9–2 · 82%too few to test
Sarah24–14 · 63%9–2 · 82%too few to test
Lau27–14 · 66%6–7 · 46%too few to test
Shun22–6 · 79%22–2 · 92%too few to test
Lion25–9 · 74%6–3 · 67%too few to test
Aoi24–4 · 86%10–2 · 83%too few to test
Jean8–7 · 53%11–6 · 65%too few to test
Jeffry10–12 · 45%7–3 · 70%too few to test
Goh11–10 · 52%10–0 · 100%too few to test
Taka10–5 · 67%7–1 · 88%too few to test
Eileen7–5 · 58%9–0 · 100%too few to test
Dural7–2 · 78%7–3 · 70%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

10 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?

Sarah

Career
890–799 · 52.7%
This season
131 matches · 67.9%
Peak rank
30

First hit in 53.5% of 507 rounds. Won 61.2% of the rounds they struck first, 59.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 41.2% of rounds, against 28.7% in their other rounds.
  • After opening the round before by waiting: waits first in 44.3% of rounds, against 20.4% after anything else.
  • After the opponent opened the round before by waiting: attacks straight away in 20.7% of rounds, against 2.8% after anything else.
  • In round 1: opens with “G guard into evade down” in 16.0% of rounds, against 6.9% in their other rounds.
  • After opening the round before with “G guard”: opens with “G guard” in 30.8% of rounds, against 8.3% after anything else.

How is this tested?

evade down into guardG20039.5%
guardG6312.4%
guardG into evade down479.3%
evade down into Low Spin Kick3K+G265.1%
evade down into Serpent Toe Kick2P+K265.1%
evade up into guardG122.4%
guardG into Low Spin Kick3K+G91.8%
crouch into guardG81.6%
evade down into Hide Side Kick (Deflect)P+K61.2%
guardG into Serpent Toe Kick2P+K61.2%
throw escape61.2%
Snap Side Chop3P into Setup Combination3PK51.0%
backdash into guardG51.0%
evade down into Rising Elbow6P40.8%
guardG into Squat Straight2P40.8%

54 further openings account for the other 80 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Kage7–1 · 88%6–9 · 40%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?

Brad

Career
162–131 · 55.3%
This season
109 matches · 53.2%
Peak rank
27

First hit in 45.2% of 460 rounds. Won 55.8% of the rounds they struck first, 47.6% of the rounds they were struck first.

Significant Tells

  • On Octagon stages: waits first in 25.3% of rounds, against 10.5% on the other stages.
  • When ahead: evades first in 70.5% of rounds, against 57.3% when level or behind.
  • When ahead: opens with “evade down into G guard” in 37.1% of rounds, against 26.3% when level or behind.

How is this tested?

evade down into guardG13629.6%
evade down into Jolt Upper~Spin Kick3PK224.8%
Jolt Upper3P into Jolt Upper~Spin Kick3PK204.3%
Sit Jab2P204.3%
backdash into guardG183.9%
evade up into guardG183.9%
evade down into Rapid Double JabP+K132.8%
evade down into Sawk Klab6P+K132.8%
evade down into Lumpini Combination4PK122.6%
evade down into Jolt Upper3P112.4%
crouch into guardG102.2%
guardG into evade down102.2%
Sawk Klab6P+K81.7%
evade down into Sharp Shoot1P81.7%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK51.1%

74 further openings account for the other 136 rounds.

Jeffry

Career
506–520 · 49.3%
This season
35 matches · 57.1%
Peak rank
28

First hit in 51.9% of 135 rounds. Won 57.1% of the rounds they struck first, 55.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG5741.9%
guardG into evade down139.6%
evade down into Ducking Low2K+G64.4%
Low Knuckle2P53.7%
crouch into Low Knuckle2P53.7%
evade down into kickK42.9%
guardG42.9%
Ducking Low2K+G32.2%
Full Swing Double Hammer41236P+K21.5%
Hell Dunk Elbow2P+K21.5%
evade down into Destruction WaveK+G21.5%
evade down into Grizzly Hammer1PP21.5%
evade down into Hell Dunk Elbow2P+K21.5%
evade up into backdash21.5%
guardG into crouch21.5%

25 further openings account for the other 25 rounds.

Lau

Career
37–36 · 50.7%
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG266.7%
guardG into evade down133.3%

Vanessa

Career
75–26 · 74.3%
This season
1 matches · 100.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: evade down into Boomerang Hook3P+K266.7%
Defensive Style: evade down into Back Knuckle6P133.3%

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 (46 here; about 2.3 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: 10 of 18 tests hold up
  • Sarah: 5 of 15 tests hold up
  • Brad: 3 of 13 tests hold up
  • Jeffry: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)