VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

becks*

Career matches8,783
Career win rate50.2%
Round win rate50.2%
Peak rank37
Distinct opponents383
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1722 #690 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

Lion378,7834,4064,37750.2%

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

2,076 of 3,832 rounds counted

8.9 inputs a second (532 a minute) this season. Faster than 85% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion8.95322,076

By opponent's character

Jacky8.9536207
Akira8.7522182
Wolf9.1548155
Brad9.0539168
Lau9.1543136
Jean8.9532144
Vanessa8.9533138
Kage8.7524130
Jeffry8.751976
Sarah9.254985
Goh8.8525119
Lion8.8527140
Pai8.8525120
Lei Fei9.054081
Aoi8.752084
El Blaze9.154541
Taka8.551242
Shun8.551118
Dural8.65187
Eileen9.35593

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

Jacky96504652.1%+2.6
Akira92454748.9%-4.4
Wolf68303844.1%-10.4
Brad63342954.0%+4.4
Lau62313150.0%-0.5
Jean59312852.5%+4.3
Vanessa58302851.7%+1.9
Kage56332358.9%+11.8
Jeffry50193138.0%-12.3
Sarah50232746.0%-2.6
Goh49252451.0%+0.2
Lion49222744.9%-2.6
Pai44232152.3%+4.8
Lei Fei38231560.5%+9.0
Aoi31161551.6%-1.9
El Blaze28181064.3%+15.3
Taka1861233.3%-15.5
Shun156940.0%-9.9
Dural62433.3%-21.6
Eileen53260.0%+15.4

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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

Rectangle125656052.0%+1.4
Breakable Half Fence102534952.0%+2.2
Breakable Full Fence101485347.5%-1.5
Single Wall95544156.8%+6.5
Open90424846.7%-4.0
Half Fence89404944.9%-6.3
Octagon84414348.8%-0.4
Full Fence77413653.2%+4.2
Low Fence77383949.4%-2.6
Full Fence and Open48232547.9%-0.6

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
Walls57849.8%49.9%-0.0
No walls26251.1%51.0%+0.2

Walls against open: -0.2 points (95% range -7.8 to +7.3), p 0.959 — 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

TKS_5150 (Rank 34)2026/10/15119281.8%
yamaneko (Rank 34)2026/10/1594544.4%
ヘニオ (Rank 35)2026/10/1595455.6%
フルレバ (Rank 36)2026/10/132191242.9%
B軍団 (Rank 35)2026/10/12137653.9%
raduakira (Rank 38)2026/10/1274357.1%
俺様バーンズ (Rank 36)2026/10/0685362.5%
Sore (Rank 37)2026/10/0573442.9%
へっぽこラウ (Rank 33)2026/10/051410471.4%
Bob-Takkun (Rank 36)2026/09/2884450.0%
∈挙動不審∋ (Rank 35)2026/09/0785362.5%
えなお (Rank 38)2026/09/0763350.0%
貧乏リオン/binboulion (Rank 37)2026/08/3172528.6%
rocku (Rank 38)2026/08/3173442.9%
delicioso (Rank 33)2026/08/3161516.7%
papermoon_7 (Rank 39)2026/08/3173442.9%
lapislazuli (Rank 35)2026/08/2984450.0%
どろパイ (Rank 38)2026/08/2575271.4%
小名浜DC (Rank 36)2026/08/1773442.9%
Bird-Tat (Rank 32)2026/08/1762433.3%
ぶひでゲス (Rank 33)2026/05/2972528.6%
けいすけ新宿 (Rank 33)2026/05/2575271.4%
マーレさん (Rank 32)2026/05/1885362.5%
都筑まもる君 (Rank 33)2026/05/1484450.0%
handesu519 (Rank 31)2026/04/1962433.3%

Round openings

Lion

Career
4,406–4,377 · 50.2%
This season
937 matches · 50.2%
Peak rank
37

First hit in 48.7% of 3,276 rounds. Won 54.0% of the rounds they struck first, 46.3% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 74.2% of rounds, against 45.1% in their other rounds.
  • Against Akira: evades first in 40.1% of rounds, against 22.6% against everyone else.
  • On Rectangle stages: attacks straight away in 60.6% of rounds, against 50.9% on the other stages.
  • After losing a round: evades first in 35.1% of rounds, against 23.6% after winning one.
  • When behind: evades first in 37.8% of rounds, against 25.8% when ahead or level.
  • In round 1: opens with “6P Banchu” in 18.1% of rounds, against 2.6% in their other rounds.
  • Against Kage: opens with “8P+K Juchou Senshou” in 14.1% of rounds, against 7.4% against everyone else.
  • After losing a round: opens with “8P+K Juchou Senshou” in 15.0% of rounds, against 3.6% after winning one.
  • When behind: opens with “8P+K Juchou Senshou” in 12.2% of rounds, against 6.5% when ahead or level.

How is this tested?

Juchou Senshou8P+K2567.8%
Banchu6P2106.4%
evade up into Tanhikyaku46K1925.8%
Heimonkyaku6K1915.8%
backdash into Banchu6P1243.8%
throw escape1153.5%
crouch dash forward into Sen'inshou3P993.0%
Dantai3K952.9%
punchP into RensuitaiPK942.9%
Dantai3K into guardG852.6%
punchP into kickK842.5%
evade up into Tourou Hassou41236P822.5%
Sentai4K into Sentai Shumen4KP812.5%
backdash into Senshippo66P792.4%
evade down into Tanhikyaku46K792.4%

230 further openings account for the other 1,423 rounds.

Counted from 803 of the 937 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
Jacky24–29 · 45%10–10 · 50%too few to test
Akira23–24 · 49%5–11 · 31%too few to test
Vanessa16–22 · 42%9–4 · 69%too few to test
Wolf15–18 · 45%6–13 · 32%too few to test
Brad14–15 · 48%11–5 · 69%too few to test
Kage23–13 · 64%6–6 · 50%too few to test
Goh15–17 · 47%4–2 · 67%too few to test
Jean10–10 · 50%12–6 · 67%too few to test
Jeffry13–16 · 45%4–8 · 33%too few to test
Lau11–13 · 46%8–6 · 57%too few to test
Sarah12–12 · 50%5–11 · 31%too few to test
Lion11–18 · 38%4–1 · 80%too few to test
Pai9–10 · 47%8–6 · 57%too few to test
Lei Fei8–6 · 57%13–6 · 68%too few to test
El Blaze10–5 · 67%7–4 · 64%too few to test
Aoi11–3 · 79%4–5 · 44%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.

134 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?

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: 9 of 16 tests hold up