VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lion

kingyoかび

  • Jacky
  • Wolf
Career matches323
Career win rate67.5%
Round win rate52.6%
Peak rank29
Distinct opponents27
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1378 #2,765 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

Lion292751839266.5%
Jacky222921872.4%
Wolf231914573.7%

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

244 of 245 rounds counted

9.3 inputs a second (560 a minute) this season. Faster than 90% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion9.6575157
Jacky8.953266
Wolf9.054021

By opponent's character

Wolf9.758133
Akira10.663327
Kage9.154526
Pai9.255326
Goh9.657716
Jacky8.852713
Lei Fei10.563114
Sarah9.355817
Aoi8.651412
Eileen8.852510
Jean8.752412
Lion8.752210
Brad8.04786
Lau9.95978
Vanessa8.65149
Jeffry8.65175

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

Wolf73442.9%-9.3
Akira63350.0%+7.1
Kage65183.3%+36.5
Pai62433.3%-12.9
Goh440100.0%+41.0
Jacky42250.0%+15.7
Lei Fei42250.0%-11.7
Sarah41325.0%-17.9
Aoi32166.7%+0.6
Eileen32166.7%-1.9
Jean31233.3%-31.3
Lion31233.3%-28.4
Brad220100.0%+37.1
Lau2020.0%-72.4
Vanessa220100.0%+49.0
Jeffry1010.0%-63.5

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 Fence114736.4%-28.3
Rectangle117463.6%+25.2
Breakable Full Fence105550.0%-8.7
Open105550.0%-2.1
Octagon62433.3%-25.3
Full Fence43175.0%+31.7
Single Wall32166.7%+15.6
Breakable Half Fence220100.0%+37.1
Half Fence220100.0%+43.3
Full Fence and Open1010.0%-65.2

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
Walls3560.0%51.7%+8.3
No walls2445.8%55.3%-9.5

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

hahaha (Rank 30)2026/10/142020.0%
格雷希欧 (Rank 24)2026/10/0432166.7%
juste (Rank 30)2026/10/0242250.0%
방가방가 (Rank 31)2026/09/301010.0%
あっしゅさんとごち昌 (Rank 32)2026/09/2831233.3%
ぱくりのひし (Rank 21)2026/09/26110100.0%
KAISER (Rank 21)2026/09/262020.0%
ゅろぽ (Rank 22)2026/09/2631233.3%
masami.mac (Rank 26)2026/09/1531233.3%
富美 (Rank 21)2026/09/13220100.0%
委員ちょ (Rank 21)2026/09/1321150.0%
nekodiver2 (Rank 21)2026/09/13220100.0%
kouchant0051 (Rank 21)2026/09/1231233.3%
けつ毛バーガーking (Rank 22)2026/09/12220100.0%
アルコール中学 (Rank 26)2026/09/091010.0%
Jyuryoku_Eileen (Rank 25)2026/09/0832166.7%
かげちよ (Rank 30)2026/09/0621150.0%
NoMark/ノーマーク (Rank 27)2026/08/3042250.0%
neary (Rank 31)2026/08/302020.0%
yamaneko (Rank 31)2026/08/291010.0%
camelvf (Rank 26)2026/08/2931233.3%
user (Rank 26)2026/08/28220100.0%
mmmsm (Rank 29)2026/08/2832166.7%
パニガーレ (Rank 24)2026/08/21220100.0%
HayanieMozu (Rank 21)2026/08/21220100.0%

Round openings

Every character

Juchou Senshou8P+K5723.9%
Senkyutai1K156.3%
Dash Hammer Kick66K into High Angle Upper Kick6K62.5%
crouch into Shicchi Soutai3K+G62.5%
Low Drop Kick62K52.1%
crouch into Low Spin Kick1K+G52.1%
Dragon Combination 11P+K into Dragon Combination: Another 11P+KK41.7%
High Angle Upper Kick6K into kickK41.7%
Juchou Senshou8P+K into Senputai8K41.7%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K41.7%
Slant Back Knuckle1P into Rage Kick1PK41.7%
Somersault Kick7K41.7%
offensive move into evade down41.7%
Middle Spin Kick46K+G into High Angle Upper Kick6K31.3%
Souji SenpuP+K31.3%

87 further openings account for the other 111 rounds.

Counted from 58 of the 60 matches played. The rest were not pulled for openings.

Lion

Career
183–92 · 66.5%
This season
38 matches · 47.4%
Peak rank
29

First hit in 55.9% of 152 rounds. Won 52.9% of the rounds they struck first, 50.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K5737.5%
Senkyutai1K159.9%
crouch into Shicchi Soutai3K+G64.0%
Juchou Senshou8P+K into Senputai8K42.6%
Souji SenpuP+K32.0%
Ukoushin46P+K into Koushutai44K32.0%
Dantai3K21.3%
Katousui2P21.3%
Senputai8K into Juchou Senshou8P+K21.3%
Souji SenpuP+K into Juchou Senshou8P+K21.3%
Taizan Soukoushu4P+K into Tanhikyaku46K21.3%
Ukoushin46P+K21.3%
backdash into Taizan Soukoushu4P+K21.3%
crouch into Dantai3K21.3%
crouch into Senkyutai1K21.3%

44 further openings account for the other 46 rounds.

Counted from 36 of the 38 matches played. The rest were not pulled for openings.

Jacky

Career
21–8 · 72.4%
This season
17 matches · 64.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K into High Angle Upper Kick6K69.1%
crouch into Low Spin Kick1K+G57.6%
Dragon Combination 11P+K into Dragon Combination: Another 11P+KK46.1%
High Angle Upper Kick6K into kickK46.1%
Slant Back Knuckle1P into Rage Kick1PK46.1%
Somersault Kick7K46.1%
Middle Spin Kick46K+G into High Angle Upper Kick6K34.5%
Middle Spin Kick46K+G23.0%
Standing Knee Kick Combo: Spark4KKK into Standing Knee Kick Combo: High Gear4KKKK23.0%
Step-in Middle Kick66K+G into High Angle Upper Kick6K23.0%
backdash into Spin Heel Sword4K+G23.0%
evade down into guardG23.0%
forward dash into Slide Shuffle (Deflect)4P+K+G23.0%
kickK into High Angle Upper Kick6K23.0%
offensive move into evade down23.0%

18 further openings account for the other 20 rounds.

Wolf

Career
14–5 · 73.7%
This season
5 matches · 60.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Drop Kick62K523.8%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K419.1%
Face Lift Kick3K into Low Drop Kick62K14.8%
Gasp Kneel Palm Bomb6P+K14.8%
Low Drop Kick62K into kickK14.8%
Rolling Elbow43P into punchP14.8%
backdash into Short Shoulder46P+K14.8%
backward movement into Arrow Knuckle3P14.8%
evade up into up-back punch7P14.8%
forward dash into Knee Lift6K14.8%
forward dash into throw escape14.8%
forward movement into Level Back CrushP+K14.8%
guardG into throw escape14.8%
throw escape14.8%

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)
  • Wolf: not tested (too few rounds)