VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Lion

JustFRAMEshawty

  • El Blaze
  • Wolf
  • Goh
  • Dural
Career matches3,461
Career win rate70.6%
Round win rate58.2%
Peak rank42
Distinct opponents92
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1827 #305 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

Lion422,1621,51964370.3%
El Blaze421,05775829971.7%
Goh341511064570.2%
Wolf3375552073.3%
Dural331661037.5%

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

2,824 of 2,824 rounds counted

6.8 inputs a second (410 a minute) this season. Faster than 41% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.04231,663
El Blaze6.6397973
Wolf6.136790
Goh6.338075
Dural7.041923

By opponent's character

El Blaze6.7401429
Sarah6.6399396
Akira7.2429299
Lion7.2430235
Pai7.4443233
Wolf6.5388184
Brad7.0423150
Jean6.8405150
Lau6.9413137
Jacky6.8408100
Kage6.941487
Lei Fei6.840782
Goh6.538781
Shun6.136463
Aoi6.740366
Dural6.941663
Eileen7.243118
Jeffry6.639521
Vanessa6.639622
Taka6.33778

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

El Blaze103505348.5%-2.1
Sarah102713169.6%+2.4
Akira76482863.2%+4.8
Lion58302851.7%-7.1
Pai58362262.1%-0.1
Wolf49311863.3%-1.1
Brad39291074.4%+7.1
Jean39241561.5%-10.7
Lau35241168.6%+2.0
Jacky2719870.4%+5.0
Kage22121054.5%-11.7
Lei Fei20101050.0%-16.9
Goh1916384.2%+14.0
Shun17170100.0%+21.0
Aoi1611568.8%+8.0
Dural156940.0%-30.8
Eileen660100.0%+6.5
Jeffry660100.0%+29.6
Vanessa64266.7%+6.9
Taka220100.0%+34.7

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

Single Wall92583463.0%-4.1
Octagon89622769.7%+9.2
Open76522468.4%+7.2
Full Fence73462763.0%+4.6
Half Fence72442861.1%-6.1
Low Fence64392560.9%+0.8
Rectangle57352261.4%-6.9
Breakable Full Fence52312159.6%-4.1
Breakable Half Fence47262155.3%-7.3
Full Fence and Open47311666.0%+3.4

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
Walls39062.6%63.2%-0.7
No walls23264.2%63.3%+0.9

Walls against open: -1.6 points (95% range -9.0 to +5.9), p 0.684 — 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

n.fang (Rank 39)69373253.6%
RareEntity (Rank 43)57233440.4%
BLACKSTAR (Rank 36)49232646.9%
DEExTHAxGEE (Rank 40)47182938.3%
RentalAnimator (Rank 42)42202247.6%
Akai (Rank 41)36181850.0%
daRockReaper (Rank 39)2415962.5%
iKillYouXChicken (Rank 36)2215768.2%
BrodiMAN (Rank 41)1911857.9%
KNR (Rank 41)1911857.9%
Twice-A-Day (Rank 33)1991047.4%
Crashing_Blow2003 (Rank 33)1812666.7%
Pudding (Rank 39)1510566.7%
SC1_Signia (Rank 37)148657.1%
seedash (Rank 32)12120100.0%
TangyBanana (Rank 37)116554.5%
brucelabestia (Rank 35)108280.0%
onuelito (Rank 39)106460.0%
GenesisFrenzy (Rank 38)86275.0%
JAWattack (Rank 28)87187.5%
BranberryJam (Rank 8)770100.0%
JINXHAND (Rank 31)74357.1%
JellybeanKillaYT (Rank 6)770100.0%
nervyharbor (Rank 31)76185.7%
Chow (Rank 40)63350.0%

Most played opponents, most recent first

BLACKSTAR (Rank 36)2026/10/0249232646.9%
seedash (Rank 32)2026/07/2712120100.0%
SC1_Signia (Rank 37)2026/07/27148657.1%
brucelabestia (Rank 35)2026/07/27108280.0%
iKillYouXChicken (Rank 36)2026/07/272215768.2%
n.fang (Rank 39)2026/07/2469373253.6%
RareEntity (Rank 43)2026/07/2357233440.4%
DEExTHAxGEE (Rank 40)2026/07/2347182938.3%
Akai (Rank 41)2026/07/2236181850.0%
BranberryJam (Rank 8)2026/07/20770100.0%
daRockReaper (Rank 39)2026/07/172415962.5%
JellybeanKillaYT (Rank 6)2026/07/17770100.0%
JINXHAND (Rank 31)2026/07/1474357.1%
RentalAnimator (Rank 42)2026/07/0642202247.6%
Crashing_Blow2003 (Rank 33)2026/07/051812666.7%
onuelito (Rank 39)2026/07/04106460.0%
JAWattack (Rank 28)2026/07/0287187.5%
Pudding (Rank 39)2026/06/301510566.7%
KNR (Rank 41)2026/06/251911857.9%
Chow (Rank 40)2026/06/2063350.0%
TangyBanana (Rank 37)2026/06/20116554.5%
BrodiMAN (Rank 41)2026/06/201911857.9%
Twice-A-Day (Rank 33)2026/06/181991047.4%
GenesisFrenzy (Rank 38)2026/06/1586275.0%
nervyharbor (Rank 31)2026/06/1176185.7%

Round openings

Every character

Banchu6P into Banchu Renkanshu6PP1645.8%
Taizan Soukoushu4P+K1394.9%
Sentai4K into Sentai Shumen4KP953.4%
forward movement into punchP923.2%
backdash into evade up692.4%
backdash into backward movement662.3%
backdash into Darkness Sword43K+G622.2%
backdash into Kishitsu Kasensou43P612.2%
Demon Dance9P+K into Demon's Tail9P+KK531.9%
evade up531.9%
Backswing Rocket1P+K into forward movement511.8%
evade up into throw escape481.7%
Senkyutai1K into kickK471.7%
throw escape471.7%
Dantai3K451.6%

414 further openings account for the other 1,738 rounds.

Lion

Career
1,519–643 · 70.3%
This season
420 matches · 64.5%
Peak rank
42

First hit in 44.3% of 1,658 rounds. Won 63.8% of the rounds they struck first, 54.5% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 30.0% of rounds, against 20.9% in their other rounds.
  • Against Akira: backs off first in 30.5% of rounds, against 22.4% against everyone else.
  • Against Akira: opens with “forward movement into P punch” in 7.9% of rounds, against 3.3% against everyone else.
  • After winning a round: opens with “4K Sentai into 4KP Sentai Shumen” in 8.1% of rounds, against 2.8% after losing one.
  • When behind: opens with “6P Banchu into 6PP Banchu Renkanshu” in 15.0% of rounds, against 8.3% when ahead or level.

How is this tested?

Banchu6P into Banchu Renkanshu6PP1649.8%
Taizan Soukoushu4P+K1398.3%
Sentai4K into Sentai Shumen4KP955.7%
forward movement into punchP623.7%
backdash into Kishitsu Kasensou43P613.7%
backdash into evade up513.1%
Senkyutai1K into kickK472.8%
Dantai3K452.7%
Shicchi Soutai3K+G372.2%
evade up into throw escape372.2%
backdash into Sentai4K362.2%
throw escape362.2%
Senshippo66P301.8%
evade up291.7%
evade up into crouch dash forward291.7%

210 further openings account for the other 769 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
El Blaze16–19 · 46%7–8 · 47%too few to test
Sarah23–8 · 74%14–7 · 67%too few to test
Lion16–13 · 55%10–9 · 53%too few to test
Pai16–10 · 62%13–4 · 76%too few to test
Akira9–4 · 69%16–10 · 62%too few to test
Brad12–6 · 67%7–3 · 70%too few to test
Jean10–5 · 67%2–2 · 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.

How is this tested?

El Blaze

Career
758–299 · 71.7%
This season
250 matches · 62.0%
Peak rank
42

First hit in 39.7% of 968 rounds. Won 61.7% of the rounds they struck first, 56.2% of the rounds they were struck first.

Significant Tells

  • After losing a round: moves in first in 32.6% of rounds, against 19.9% after winning one.

How is this tested?

backdash into Darkness Sword43K+G626.4%
Demon Dance9P+K into Demon's Tail9P+KK535.4%
Backswing Rocket1P+K into forward movement515.2%
forward movement into High Spin KickK+G373.8%
Volcano Upper4P+K323.3%
backdash into backward movement323.3%
Volcano Upper4P+K into crouch313.2%
forward movement into punchP293.0%
Fake Roll41236P into VenusP262.7%
backward movement into Shadow Strike6P222.3%
evade up222.3%
Backswing Rocket1P+K212.1%
forward dash into Volcano Knee6K+G212.1%
forward dash into throw escape212.1%
Back Knuckle4P into Shadow Spin Kick4PK171.7%

149 further openings account for the other 498 rounds.

By stage type

Record against each character on walled and open stages, as El Blaze

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
El Blaze11–14 · 44%6–5 · 55%too few to test
Akira12–6 · 67%6–4 · 60%too few to test
Sarah12–6 · 67%9–4 · 69%too few to test
Wolf12–8 · 60%8–2 · 80%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?

Wolf

Career
55–20 · 73.3%
This season
22 matches · 68.2%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Short Shoulder46P+K1011.1%
forward movement into Elbow Butt4P77.8%
forward movement into Low Smash2K77.8%
backdash into Heavy Middle Kick3K+G66.7%
forward dash into Low Drop Kick62K66.7%
Elbow Butt4P into punchP44.4%
crouch into Heavy Middle Kick3K+G44.4%
evade up into Savate4K44.4%
Low Drop Kick62K33.3%
Quick Shoulder66P+K into forward dash33.3%
backdash into Elbow Butt4P33.3%
evade down into Elbow Butt4P33.3%
Quick Shoulder66P+K22.2%
Screw Hook63214P into Screw Lariat63214PP22.2%
backdash into throw escape22.2%

21 further openings account for the other 24 rounds.

Goh

Career
106–45 · 70.2%
This season
18 matches · 61.1%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Raijinsatsu6K+G912.0%
backdash into backward movement56.7%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G45.3%
backdash into evade up45.3%
backward movement into Hiji'ate6P45.3%
Garyu66K34.0%
backdash into Soukyu46P34.0%
backward movement into Ropputsubushi6P+K34.0%
evade up into throw escape34.0%
Garyu66K into crouch22.7%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Ni~Tsukami46P+KPP+G22.7%
Kurogane Kudaki66P22.7%
backdash into Jibishou3P+K22.7%
backdash into throw escape22.7%
throw escape22.7%

25 further openings account for the other 25 rounds.

Dural

Career
6–10 · 37.5%
This season
5 matches · 0.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement28.7%
Dash Hammer Kick66K14.3%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK14.3%
Hi'en Tankyaku9K into forward movement14.3%
Nakageri3K into Nakageri~Rapid Kick3KK14.3%
Rising Elbow6P into Double Joint Butt6PK14.3%
Slant Back Knuckle1P14.3%
Slant Back Knuckle1P into High Spin Kick1PK14.3%
Somersault Kick7K into Somersault Zwei7KK14.3%
Spine Whip4P into forward movement14.3%
backdash into Fudousatsu Arata6KP14.3%
backdash into Knee Kick6K14.3%
backdash into Soukyu46P14.3%
crouch dash forward into Dragon Smash Cannon1K14.3%
down-back punch+kick1P+K into punchP14.3%

7 further openings account for the other 7 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 (30 here; about 1.5 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 15 tests hold up
  • El Blaze: 1 of 15 tests hold up
  • Wolf: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Dural: not tested (too few rounds)