VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lion

s.higuchi.d.v.d.s

  • Pai
Career matches780
Career win rate54.2%
Round win rate54.2%
Peak rank27
Distinct opponents150
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1340 #2,960 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

Lion2777642035654.1%
Pai1743175.0%

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

1,130 of 1,130 rounds counted

7.7 inputs a second (463 a minute) this season. Faster than 65% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.74621,083
Pai7.847147

By opponent's character

Aoi7.9472113
Jacky8.0480104
Pai7.8470103
Eileen7.545297
Akira7.444794
Wolf7.545378
Sarah7.947572
Vanessa7.645668
Kage7.545361
Jeffry7.544853
Lei Fei7.947353
Lion7.846943
Shun7.947539
Goh7.746137
Jean7.444434
El Blaze7.343927
Lau8.450327
Brad7.746412
Taka7.846811
Dural7.64574

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

Aoi28171160.7%+0.6
Jacky26131350.0%-0.5
Pai26121446.1%-7.9
Eileen2521484.0%+28.3
Akira24121250.0%-13.4
Wolf20101050.0%-5.7
Sarah1913668.4%+11.0
Vanessa1811761.1%+10.1
Kage1610662.5%+6.2
Jeffry137653.9%-0.8
Lei Fei127558.3%+3.0
Lion116554.5%-6.5
Shun104640.0%-20.4
Goh93633.3%-19.8
Jean84450.0%-7.3
El Blaze72528.6%-39.5
Lau770100.0%+41.7
Brad31233.3%-22.4
Taka32166.7%-8.3
Dural110100.0%+24.8

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

Octagon41291270.7%+14.9
Rectangle40261465.0%+4.5
Breakable Half Fence32171553.1%+0.9
Single Wall32131940.6%-13.2
Half Fence30171356.7%-0.4
Full Fence25121348.0%-8.4
Breakable Full Fence2415962.5%+2.7
Low Fence1910952.6%-4.3
Open1712570.6%+13.6
Full Fence and Open124833.3%-21.9

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19260.4%57.5%+2.9
No walls6851.5%54.9%-3.5

Walls against open: +6.4 points (95% range -8.1 to +20.8), p 0.386 — 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

katane3415 (Rank 23)2026/10/1865183.3%
zxyzguy (Rank 26)2026/10/17440100.0%
hellohair (Rank 24)2026/10/1763350.0%
ArZmkQL96G (Rank 25)2026/10/1442250.0%
Jacky_Chan (Rank 29)2026/10/1442250.0%
cocoa_sirop (Rank 26)2026/10/1131233.3%
たかティン (Rank 23)2026/10/1054180.0%
FreddieKing (Rank 26)2026/10/0331233.3%
yoshi21cc (Rank 27)2026/10/0253260.0%
AgnusDei (Rank 25)2026/10/0232166.7%
ER_higante (Rank 27)2026/09/2831233.3%
とおる (Rank 21)2026/09/27330100.0%
しんぴよ (Rank 11)2026/09/1832166.7%
委員ちょ (Rank 21)2026/09/18330100.0%
ゆた (Rank 21)2026/09/18330100.0%
かりすまっくすさん★ (Rank 24)2026/09/1852340.0%
nana-ushi (Rank 29)2026/09/1731233.3%
milkboy2021 (Rank 16)2026/09/175050.0%
snaggy-miner78 (Rank 18)2026/09/17550100.0%
BrawnySalt73495 (Rank 11)2026/09/16330100.0%
MainManx7174235 (Rank 10)2026/09/16440100.0%
umintyu-99 (Rank 22)2026/09/1653260.0%
osakachunli (Rank 21)2026/09/1686275.0%
maeK55 (Rank 20)2026/09/1664266.7%
へい!おひさいたま (Rank 21)2026/09/16440100.0%

Round openings

Every character

Juchou Senshou8P+K13216.7%
backdash into Sentai4K9912.5%
backdash into Dantai3K324.0%
backdash into Kishitsu Kasensou43P313.9%
forward movement into punchP313.9%
backdash into evade up243.0%
Koushutai44K222.8%
backdash into backward movement222.8%
guardG192.4%
guardG into Juchou Senshou8P+K192.4%
Kishitsu Kasensou43P162.0%
backdash162.0%
backdash into guardG162.0%
forward dash into throwP+G141.8%
Senshippo66P121.5%

138 further openings account for the other 287 rounds.

Counted from 203 of the 286 matches played. The rest were not pulled for openings.

Lion

Career
420–356 · 54.1%
This season
273 matches · 55.7%
Peak rank
27

First hit in 51.5% of 740 rounds. Won 59.3% of the rounds they struck first, 52.4% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “8P+K Juchou Senshou” in 25.8% of rounds, against 15.0% in their other rounds.
  • Against Jacky: opens with “backdash into 4K Sentai” in 28.8% of rounds, against 11.6% against everyone else.

How is this tested?

Juchou Senshou8P+K13217.7%
backdash into Sentai4K9913.3%
backdash into Dantai3K324.3%
backdash into Kishitsu Kasensou43P314.2%
forward movement into punchP273.6%
Koushutai44K223.0%
backdash into backward movement202.7%
backdash into evade up202.7%
guardG192.5%
guardG into Juchou Senshou8P+K192.5%
Kishitsu Kasensou43P162.1%
backdash162.1%
backdash into guardG152.0%
forward dash into throwP+G141.9%
Senshippo66P121.6%

119 further openings account for the other 251 rounds.

Counted from 190 of the 273 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
Eileen16–2 · 89%2–1 · 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.

83 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?

Pai

Career
3–1 · 75.0%
This season
13 matches · 84.6%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Enbu Renkyaku6K+G510.6%
backdash into kickK510.6%
backdash into evade up48.5%
forward movement into punchP48.5%
up-forward kick+guard9K+G48.5%
backdash into backward movement24.3%
crouch dash back into evade down24.3%
punchP into RenshouPP24.3%
Enbu Renkyaku6K+G into forward movement12.1%
Enshi Soushou66P into Hien Dantai66PK12.1%
Haitenkyaku7K into evade up12.1%
Hansenpu44K12.1%
backdash into Ensei SenpukyakuK+G12.1%
backdash into Kochoukyaku4K+G12.1%
backdash into Senchutai3K12.1%

12 further openings account for the other 12 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 (15 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: 2 of 15 tests hold up
  • Pai: not tested (too few rounds)