VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

steely-larder05

  • Jean
  • Jacky
Career matches531
Career win rate56.9%
Round win rate52.9%
Peak rank27
Distinct opponents24
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1510 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

Lion2746226919358.2%
Jean2360273345.0%
Jacky2196366.7%

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

76 of 172 rounds counted

7.1 inputs a second (424 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Lion6.941668
Jacky8.14868

By opponent's character

Akira6.94137
Wolf6.840920
El Blaze7.042012
Jacky7.74605
Pai7.544911
Jean6.63978
Shun7.24329
Jeffry7.14294

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

Akira117463.6%+7.3
Wolf96366.7%+10.4
El Blaze53260.0%+16.6
Jacky42250.0%-21.7
Lau32166.7%-6.0
Pai31233.3%-18.9
Jean21150.0%-0.3
Lei Fei21150.0%-18.8
Shun21150.0%+2.2
Goh110100.0%+45.8
Jeffry1010.0%-74.0

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

Breakable Half Fence85362.5%+8.2
Octagon84450.0%-11.4
Half Fence74357.1%-4.9
Low Fence75271.4%+22.8
Open53260.0%-2.8
Breakable Full Fence32166.7%+9.8
Full Fence21150.0%-18.8
Rectangle1010.0%-53.9

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
Walls2955.2%59.0%-3.8
No walls1266.7%56.6%+10.1

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

kuni_sato (Rank 26)2026/07/031010.0%
cokeshi (Rank 28)2026/06/0732166.7%
jinjin (Rank 29)2026/06/071010.0%
ルビーロマン葵 (Rank 25)2026/06/061010.0%
Go!飯饌GiI (Rank 28)2026/06/0431233.3%
Sinabro (Rank 28)2026/06/042020.0%
三輪ですが@SRGM (Rank 25)2026/05/2921150.0%
gairoku88 (Rank 29)2026/05/2821150.0%
maripon (Rank 29)2026/05/2321150.0%
いそこま (Rank 22)2026/05/2121150.0%
ズサ齋藤 (Rank 24)2026/05/1021150.0%
こて (Rank 24)2026/05/06220100.0%
qzmix (Rank 24)2026/05/06110100.0%
ZR615C (Rank 24)2026/05/0621150.0%
naowai (Rank 21)2026/05/0632166.7%
manekinecogames (Rank 21)2026/05/06220100.0%
SHUSHUSHU (Rank 27)2026/04/30110100.0%
haohwhite (Rank 23)2026/04/23110100.0%
XsT (Rank 25)2026/04/22220100.0%
伍の人 (Rank 27)2026/04/2232166.7%
a-week-away (Rank 24)2026/04/2121150.0%
暴れん棒2nd (Rank 25)2026/04/21110100.0%
orz (Rank 28)2026/04/21110100.0%
cs2skoda (Rank 23)2026/04/181010.0%

Round openings

Every character

forward movement into punchP158.7%
Juchou Senshou8P+K63.5%
crouch into Katousui2P52.9%
backdash into Senshippo66P42.3%
crouch dash back into Nozuchi1P+K42.3%
crouch dash back into evade down42.3%
forward dash into throwP+G42.3%
guardG into evade down42.3%
Gyaku Seikenzuki66P31.7%
Banchu6P21.2%
Katousui2P21.2%
KouhaitaiK+G21.2%
Tenshin Ryou'inkyaku6K+G21.2%
backdash into Banchu6P21.2%
backdash into Juchou Senshou8P+K21.2%

96 further openings account for the other 111 rounds.

Lion

Career
269–193 · 58.2%
This season
29 matches · 51.7%
Peak rank
27

First hit in 51.3% of 113 rounds. Won 50.0% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K65.3%
forward movement into punchP65.3%
crouch into Katousui2P54.4%
backdash into Senshippo66P43.5%
forward dash into throwP+G43.5%
guardG into evade down43.5%
Banchu6P21.8%
Katousui2P21.8%
KouhaitaiK+G21.8%
Tenshin Ryou'inkyaku6K+G21.8%
backdash into Banchu6P21.8%
backdash into Juchou Senshou8P+K21.8%
backdash into Souji SenpuP+K21.8%
backward movement into forward punch+kick6P+K21.8%
crouch into Dantai3K21.8%

60 further openings account for the other 67 rounds.

Jean

Career
27–33 · 45.0%
This season
12 matches · 75.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP816.0%
crouch dash back into Nozuchi1P+K48.0%
Gyaku Seikenzuki66P36.0%
crouch dash back into evade down36.0%
crouch dash forward into guardG24.0%
crouch into Chudan~Joudan Mawashigeri3KK24.0%
crouch into Shitamaeken2P24.0%
crouch into Shitanagi Shutou1P24.0%
backdash into Chudan~Joudan Mawashigeri3KK12.0%
backdash into Kake'uchi46P12.0%
backdash into Oishitazuki3PP12.0%
backdash into Shutoukiri4P12.0%
backdash into Yoko'enpi6P12.0%
backward movement into Gedan Mawashigeri2K12.0%
crouch dash back into Agezuki3P+K12.0%

17 further openings account for the other 17 rounds.

Jacky

Career
6–3 · 66.7%
This season
2 matches · 50.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K112.5%
Groin Kick6K+G into guardG112.5%
backdash into Beat Spin KickP+KK112.5%
backdash into Squat Straight2P112.5%
backward movement into Groin Kick6K+G112.5%
forward movement into Rage Kick1PK112.5%
forward movement into Spinning Back Knuckle4P112.5%
forward movement into punchP112.5%

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)
  • Jean: not tested (too few rounds)
  • Jacky: not tested (too few rounds)