VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

bunkou

  • Goh
Career matches4,921
Career win rate50.7%
Round win rate50.6%
Peak rank30
Distinct opponents21
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1540 Not ranked yet: the list needs 50 matches. See 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

Lion302,0341,05398151.8%
Goh271,50374076349.2%
Wolf—1,38470068450.6%

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

144 of 168 rounds counted

6.5 inputs a second (390 a minute) this season. Faster than 31% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh6.3380117
Lion7.343627

By opponent's character

Akira6.438331
Sarah6.237527
Shun6.639315
Jacky7.444219
Aoi5.73434
Goh6.237113
Jean6.94158
Lei Fei6.43868
Lion6.84058
Pai6.43848
Vanessa5.73393

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

Akira93633.3%-15.2
Sarah73442.9%-10.2
Shun53260.0%+12.9
Jacky41325.0%-16.5
Aoi31233.3%-29.2
Goh32166.7%+9.3
Jean21150.0%+13.2
Lei Fei220100.0%+51.2
Lion21150.0%+6.0
Pai220100.0%+35.8
Vanessa1010.0%-38.0
Wolf110100.0%+59.9

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 Fence85362.5%+15.8
Breakable Full Fence64266.7%+18.0
Half Fence53260.0%+15.3
Breakable Half Fence42250.0%-6.7
Rectangle42250.0%-3.2
Full Fence3030.0%-53.2
Octagon31233.3%-6.1
Full Fence and Open2020.0%-37.2
Open220100.0%+51.2
Single Wall1010.0%-34.0

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
Walls2548.0%49.7%-1.7
No walls1163.6%48.5%+15.1

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

all'arrabbiata563 (Rank 28)2026/05/23110100.0%
CROWZARD (Rank 33)2026/05/233030.0%
kobaman (Rank 25)2026/05/2332166.7%
shurato-hidaka98 (Rank 28)2026/05/23110100.0%
mini564160 (Rank 29)2026/05/231010.0%
pokkurl_7 (Rank 24)2026/05/23220100.0%
a_h_i_k_o (Rank 27)2026/05/232020.0%
GWO (Rank 23)2026/05/23110100.0%
kupipi_ff11 (Rank 26)2026/05/2353260.0%
beer_suki83 (Rank 29)2026/05/232020.0%
fdjskjfsdls (Rank 28)2026/05/2332166.7%
がんぴーさん【S.R.G.M】 (Rank 27)2026/05/2321150.0%
sankegod (Rank 26)2026/05/232020.0%
MATSUNAGAAKIRA.REBOOT (Rank 25)2026/05/2332166.7%
a-week-away (Rank 26)2026/05/23220100.0%
MikuMartineau (Rank 32)2026/05/2321150.0%
賛美歌13番 (Rank 28)2026/04/041010.0%
yuzou (Rank 27)2026/04/042020.0%
ゲラ (Rank 32)2026/04/041010.0%
yas_md (Rank 32)2026/04/04110100.0%
鳩男 (Rank 30)2026/04/04110100.0%

Round openings

Every character

Soukyu46P137.7%
forward movement into punchP95.4%
evade down into crouch dash forward84.8%
evade up into crouch dash forward63.6%
evade down into Kirin33P53.0%
evade up into Kirin33P53.0%
Karura4P+K42.4%
Ukoushin46P+K42.4%
crouch dash forward into evade down42.4%
crouch dash forward into throw escape42.4%
evade up into throw escape42.4%
Taizan Soukoushu4P+K31.8%
Ukoushin46P+K into Ryusei Renkoushu46P+KP31.8%
evade down into throwP+G31.8%
guardG into evade down31.8%

71 further openings account for the other 90 rounds.

Goh

Career
740–763 · 49.2%
This season
29 matches · 55.2%
Peak rank
27

First hit in 47.9% of 117 rounds. Won 58.9% of the rounds they struck first, 49.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Soukyu46P1311.1%
evade up into crouch dash forward65.1%
evade down into Kirin33P54.3%
evade up into Kirin33P54.3%
Karura4P+K43.4%
evade down into crouch dash forward43.4%
crouch dash forward into evade down32.6%
crouch dash forward into throw escape32.6%
evade down into throwP+G32.6%
evade up into throw escape32.6%
forward movement into punchP32.6%
crouch dash back into Karura4P+K21.7%
crouch dash forward into Kirin33P21.7%
crouch dash forward into Tsukikage6K21.7%
crouch dash forward into punchP21.7%

45 further openings account for the other 57 rounds.

Lion

Career
1,053–981 · 51.8%
This season
12 matches · 33.3%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP611.8%
Ukoushin46P+K47.8%
evade down into crouch dash forward47.8%
Taizan Soukoushu4P+K35.9%
Ukoushin46P+K into Ryusei Renkoushu46P+KP35.9%
Ukoushin46P+K into crouch dash forward23.9%
Attai2K into Tousentai2KK+G12.0%
Banchu6P12.0%
In'you4P into crouch12.0%
Juchou Senshou8P+K12.0%
Ukoushin46P+K into evade down12.0%
Ukoushin46P+K into forward dash12.0%
Ukoushin46P+K into punchP12.0%
backdash into Katousui2P12.0%
backdash into Souji SenpuP+K12.0%

20 further openings account for the other 20 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Goh: not tested (too few rounds)
  • Lion: not tested (too few rounds)