VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

UltimateGohan

Career matches747
Career win rate63.7%
Round win rate55.9%
Peak rank40
Distinct opponents142
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1837 #270 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

Lion4074747627163.7%

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

623 of 1,334 rounds counted

6.9 inputs a second (416 a minute) this season. Faster than 44% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion6.9416623

By opponent's character

Jacky6.840798
Lei Fei6.840546
Kage7.042240
Akira7.142851
Pai6.539243
Wolf6.840936
Lion6.941438
El Blaze7.343624
Jeffry7.041829
Shun6.740229
Goh7.545123
Taka6.539121
Aoi7.545039
Lau7.344149
Jean7.343810
Eileen6.840714
Brad6.236911
Sarah6.840610
Vanessa6.136412

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

Jacky35251071.4%+11.2
Lei Fei29141548.3%-9.2
Kage28171160.7%+3.1
Akira23111247.8%-13.8
Pai23131056.5%-5.3
Wolf22121054.5%-9.6
Lion2115671.4%+13.5
El Blaze2013765.0%+10.1
Jeffry1811761.1%-0.3
Shun1881044.4%-11.3
Goh1711664.7%-0.7
Taka168850.0%-2.5
Aoi158753.3%-4.3
Lau139469.2%+6.1
Jean117463.6%+1.8
Eileen96366.7%+10.0
Brad75271.4%+10.4
Sarah64266.7%-2.3
Vanessa42250.0%-15.1
Dural220100.0%+43.9

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

Octagon59322754.2%-5.5
Rectangle38211755.3%-4.8
Breakable Full Fence36221461.1%+3.7
Open36181850.0%-12.0
Breakable Half Fence34181652.9%-10.0
Full Fence33191457.6%-4.5
Single Wall33211263.6%+2.6
Half Fence24121250.0%-8.7
Full Fence and Open1917289.5%+33.9
Low Fence1513286.7%+29.3

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22455.4%59.6%-4.2
No walls8461.9%60.6%+1.3

Walls against open: -5.5 points (95% range -18.1 to +7.1), p 0.389 — 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

ちぃつが (Rank 41)2026/08/0273442.9%
hsat0310 (Rank 35)2026/07/2842250.0%
フルレバ (Rank 36)2026/07/28330100.0%
ビルちゃん (Rank 40)2026/07/2852340.0%
昆虫ちゃん (Rank 41)2026/05/3142250.0%
★闘将拉麵男★ (Rank 41)2026/05/31147750.0%
tamagokun_1980 (Rank 35)2026/05/31330100.0%
nanami.madogiwa (Rank 36)2026/05/3143175.0%
Aki (Rank 38)2026/05/19118372.7%
cx-server (Rank 36)2026/05/1985362.5%
くりたろう (Rank 37)2026/05/1982625.0%
Vgyjyrdgjk (Rank 38)2026/05/1863350.0%
かえる (Rank 36)2026/05/1895455.6%
オムレツハンター© (Rank 32)2026/05/1753260.0%
mahiro_725 (Rank 37)2026/05/1763350.0%
指無しライダー (Rank 37)2026/05/1732166.7%
powdershadow72 (Rank 32)2026/05/1742250.0%
ibusys (Rank 32)2026/05/1786275.0%
Chidark_riera (Rank 33)2026/05/1531233.3%
Zenpro-052 (Rank 34)2026/05/1541325.0%
hibiki1030 (Rank 36)2026/05/1532166.7%
sentakuya_k (Rank 32)2026/05/15440100.0%
へにほに (Rank 35)2026/05/123030.0%
elpopo_3378 (Rank 35)2026/05/12104640.0%
どっせ参謀 (Rank 35)2026/05/1042250.0%

Round openings

Lion

Career
476–271 · 63.7%
This season
337 matches · 59.6%
Peak rank
40

First hit in 55.7% of 1,317 rounds. Won 56.7% of the rounds they struck first, 55.2% of the rounds they were struck first.

Significant Tells

  • Against Goh: backs off first in 58.3% of rounds, against 38.0% against everyone else.
  • After opening the round before by moving in: moves in first in 38.4% of rounds, against 17.9% after anything else.
  • After winning a round: backs off first in 46.9% of rounds, against 27.1% after losing one.
  • When ahead: backs off first in 49.4% of rounds, against 28.8% when level or behind.
  • In round 1: opens with “backdash into 8K Senputai” in 8.9% of rounds, against 4.7% in their other rounds.
  • Against Lei Fei: opens with “backdash into 4K Sentai” in 20.0% of rounds, against 7.1% against everyone else.
  • On Breakable Half Fence stages: opens with “backdash into 4K Sentai” in 14.7% of rounds, against 7.6% on the other stages.
  • After opening the round before with “forward dash into 1K Senkyutai”: opens with “forward dash into 1K Senkyutai” in 27.6% of rounds, against 4.6% after anything else.
  • After losing a round: opens with “forward movement into P punch” in 13.0% of rounds, against 6.3% after winning one.
  • When behind: opens with “6K+G Tenshin Ryou'inkyaku” in 10.5% of rounds, against 4.1% when ahead or level.

How is this tested?

backdash into Sentai4K1118.2%
forward movement into punchP1118.2%
Tenshin Ryou'inkyaku6K+G805.9%
forward dash into Senkyutai1K805.9%
backdash into Senputai8K775.7%
crouch into Katousui2P705.2%
Katousui2P into forward dash614.5%
backdash into Katoutai8KK523.9%
punchP into kickK513.8%
backdash into Taizan Soukoushu4P+K392.9%
Katousui2P322.4%
backdash into Dantai3K302.2%
backdash into Senshippo66P302.2%
backdash into evade up292.1%
Katousui2P into crouch282.1%

132 further openings account for the other 466 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky22–9 · 71%1–1 · 50%too few to test
Lei Fei12–12 · 50%2–3 · 40%too few to test
Kage9–6 · 60%6–3 · 67%too few to test
Akira7–7 · 50%4–5 · 44%too few to test
Pai9–7 · 56%3–3 · 50%too few to test
Wolf10–10 · 50%0–0 · —too few to test
Lion10–5 · 67%4–0 · 100%too few to test
El Blaze4–5 · 44%4–2 · 67%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?

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 (16 here; about 0.8 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 16 tests hold up