VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

satola

Career matches1,783
Career win rate45.2%
Round win rate46.7%
Peak rank25
Distinct opponents249
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1274 #3,225 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

Lion251,78380697745.2%

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

739 of 2,363 rounds counted

6.4 inputs a second (385 a minute) this season. Faster than 29% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion6.4385739

By opponent's character

Akira6.4386109
Aoi6.538871
Jacky5.935412
Goh6.337640
Jeffry6.438629
Sarah6.538958
Wolf6.539137
Kage6.136441
Lau6.539290
Lion6.740342
Shun6.639736
Pai6.639453
El Blaze6.136635
Lei Fei6.539211
Brad6.539015
Vanessa6.036220
Jean5.734110
Taka5.93538
Dural6.639822

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

Akira75334244.0%-5.8
Aoi58372163.8%+17.4
Jacky49252451.0%+9.6
Goh45192642.2%+3.7
Jeffry43241955.8%+13.1
Sarah38162242.1%+0.9
Wolf34132138.2%-4.0
Kage3282425.0%-13.6
Lau32112134.4%-5.2
Lion3282425.0%-17.2
Shun30131743.3%-1.9
Pai29121741.4%+7.4
El Blaze2351821.7%-24.3
Lei Fei1610662.5%+9.5
Brad126650.0%-6.8
Vanessa124833.3%-9.4
Jean104640.0%+0.2
Taka103730.0%-5.4
Dural62433.3%-18.5
Eileen64266.7%+23.7

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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

Low Fence74254933.8%-8.7
Breakable Full Fence73294439.7%-3.9
Rectangle69294042.0%-2.1
Half Fence62313150.0%+5.2
Open58292950.0%+2.7
Full Fence54262848.1%+4.4
Breakable Half Fence49173234.7%-10.4
Single Wall49193038.8%-4.6
Octagon40211952.5%+13.2
Full Fence and Open28131546.4%+5.1

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls34744.1%43.6%+0.4
No walls18140.3%43.8%-3.5

Walls against open: +3.9 points (95% range -5.8 to +13.6), p 0.433 — 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

He-elStop (Rank 24)2026/06/1672528.6%
委員ちょ@BillieJean (Rank 21)2026/06/1654180.0%
dalmax72 (Rank 21)2026/06/1085362.5%
ziend-2525 (Rank 25)2026/06/1071614.3%
wh-ida2 (Rank 24)2026/06/0751420.0%
6132da (Rank 23)2026/06/0763350.0%
カプリッチョ (Rank 24)2026/06/0761516.7%
Multipla (Rank 24)2026/06/0352340.0%
ガルポ大統領vtuber (Rank 25)2026/05/3162433.3%
たか (Rank 25)2026/05/31103730.0%
katane3415 (Rank 21)2026/05/2054180.0%
nanoka-222 (Rank 25)2026/05/2051420.0%
kaibito_1009 (Rank 26)2026/05/1651420.0%
格雷希欧 (Rank 24)2026/05/1664266.7%
drnneb75 (Rank 25)2026/05/1562433.3%
salem_old_man (Rank 27)2026/05/1051420.0%
jc88_earth (Rank 26)2026/05/0661516.7%
takaniype (Rank 21)2026/04/2454180.0%
penta (Rank 21)2026/04/24660100.0%
toyboy17 (Rank 23)2026/04/2484450.0%
Whoru?I'mSorry. (Rank 21)2026/04/23106460.0%
bpenn23 (Rank 21)2026/04/1797277.8%
Sheen (Rank 23)2026/04/1096366.7%
moga_moga24 (Rank 21)2026/04/0496366.7%
bruceshiue (Rank 22)2026/03/3151420.0%

Round openings

Lion

Career
806–977 · 45.2%
This season
592 matches · 43.4%
Peak rank
25

First hit in 44.9% of 2,341 rounds. Won 50.5% of the rounds they struck first, 43.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 9.5% of rounds, against 6.5% in their other rounds.
  • In round 1: opens with “4K Sentai” in 10.0% of rounds, against 3.8% in their other rounds.
  • After opening the round before with “4K Sentai”: opens with “4K Sentai” in 12.9% of rounds, against 3.2% after anything else.

How is this tested?

Taizan Soukoushu4P+K81334.3%
Sentai4K into Sentai Shumen4KP24410.3%
Juchou Senshou8P+K2179.2%
Sentai4K1265.3%
Senkyutai1K into kickK1134.8%
kickK into RensentaiKK652.7%
guardG into Taizan Soukoushu4P+K411.7%
Senkyutai1K into Zensoutai2KK341.4%
Senkyutai1K into Sentai4K291.2%
back kick+guard4K+G291.2%
kickK271.1%
In'you4P into Ni In'you4PP251.1%
Senputai8K231.0%
backdash into Touku Rigou Bantaitetsu46K+G210.9%
Kouho Hachihonsui44P+K170.7%

185 further openings account for the other 547 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira21–20 · 51%10–15 · 40%too few to test
Aoi30–14 · 68%5–6 · 45%too few to test
Jacky19–13 · 59%3–9 · 25%too few to test
Goh14–21 · 40%5–5 · 50%too few to test
Jeffry12–14 · 46%6–2 · 75%too few to test
Sarah9–6 · 60%6–13 · 32%too few to test
Wolf8–14 · 36%4–5 · 44%too few to test
Kage5–10 · 33%1–10 · 9%too few to test
Lau7–15 · 32%4–4 · 50%too few to test
Lion3–13 · 19%0–10 · 0%too few to test
Shun11–12 · 48%1–2 · 33%too few to test
Pai4–12 · 25%7–4 · 64%too few to test
El Blaze3–11 · 21%2–5 · 29%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 (17 here; about 0.9 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: 3 of 17 tests hold up