VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lion

cowardsblockgoodplayers

  • Sarah
  • Pai
  • Jacky
  • Aoi
Career matches1,125
Career win rate83.7%
Round win rate75.3%
Peak rank43
Distinct opponents104
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1890 #157 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

Lion431,09191018183.4%
Sarah132422291.7%
Pai7880100.0%
Aoi26110100.0%
Jacky26110100.0%

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

1,962 of 1,962 rounds counted

6.7 inputs a second (400 a minute) this season. Faster than 36% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion6.74001,852
Sarah6.338071
Pai6.840527
Jacky6.74009
Aoi5.63383

By opponent's character

Goh6.6394253
Shun6.7401194
Akira6.5390163
Sarah6.7404164
Brad6.5392150
Lion6.6398141
Jacky6.9416117
Pai6.8410110
El Blaze6.5393110
Lau6.941673
Kage6.539172
Aoi6.639860
Jean6.639573
Vanessa6.941254
Dural6.941156
Jeffry6.841043
Lei Fei6.538937
Eileen6.639431
Taka6.538930
Wolf7.042131

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

Goh6960987.0%-1.6
Shun55431278.2%-5.6
Akira45351077.8%+17.8
Sarah4541491.1%+8.0
Brad4031977.5%-13.6
Lion3935489.7%+4.5
Jacky3736197.3%+2.9
Pai3231196.9%+4.5
El Blaze2721677.8%+0.8
Lau2119290.5%+1.5
Kage20200100.0%+5.5
Aoi19190100.0%+3.7
Jean1914573.7%-17.4
Vanessa1615193.8%-2.9
Dural1310376.9%-12.4
Jeffry12120100.0%+10.1
Lei Fei108280.0%-9.0
Eileen85362.5%-31.9
Taka86275.0%-7.7
Wolf87187.5%-2.1

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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 Fence6458690.6%+7.8
Full Fence60501083.3%-3.1
Single Wall5953689.8%+3.4
Half Fence5853591.4%+5.4
Rectangle53421179.2%-13.6
Breakable Half Fence5247590.4%+3.6
Breakable Full Fence48381079.2%-10.2
Octagon4639784.8%+2.5
Open4536980.0%-3.7
Full Fence and Open3530585.7%+5.5

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
Walls31784.9%87.1%-2.2
No walls16887.5%84.7%+2.8

Walls against open: -5.0 points (95% range -15.6 to +5.5), p 0.349 — 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

Kingheim (Rank 43)2026/10/1536181850.0%
NaughtNaught (Rank 34)2026/10/1598188.9%
b4i4radoslav|xliiv (Rank 33)2026/10/102420483.3%
Kreuz (Rank 34)2026/10/10880100.0%
RagingMARS (Rank 41)2026/09/172016480.0%
kila_kam (Rank 40)2026/09/173531488.6%
Itesmee (Rank 25)2026/09/1210100100.0%
HappyHAPPYJoyJOY (Rank 37)2026/09/081914573.7%
RickoSama (Rank 23)2026/09/0519190100.0%
speedymat (Rank 28)2026/08/231211191.7%
Saago_65 (Rank 32)2026/08/2111110100.0%
nadol90 (Rank 35)2026/08/181110190.9%
Rodryu (Rank 36)2026/08/18880100.0%
outlawbeast (Rank 37)2026/07/3197277.8%
Lightwing (Rank 41)2026/07/1775271.4%
THR (Rank 35)2026/07/1775271.4%
飛車『ROOK』 (Rank 31)2026/07/1512120100.0%
goodjay (Rank 23)2026/07/1014140100.0%
Dadino67italy (Rank 35)2026/07/033223971.9%
shutterant (Rank 21)2026/06/29990100.0%
Rayne (Rank 42)2026/06/2296366.7%
Lasdow (Rank 26)2026/06/1687187.5%
Shima (Rank 21)2026/06/05880100.0%
Djentleman (Rank 6)2026/05/29770100.0%
Kamille★心意把晶 (Rank 45)2026/05/271712570.6%

Round openings

Every character

forward movement into punchP18610.5%
backdash into evade down1498.4%
backdash into evade up673.8%
Katousui2P663.7%
backward movement into forward punch+kick6P+K623.5%
Banchu6P482.7%
Juchou Senshou8P+K432.4%
forward movement into RensuitaiPK402.2%
Banchu6P into Banchu Renkanshu6PP382.1%
backdash into Souji SenpuP+K271.5%
evade down into crouch dash forward251.4%
Banchu6P into crouch dash forward221.2%
crouch dash forward into Sen'inshou3P221.2%
backdash into Dantai3K201.1%
backdash into throwP+G201.1%

312 further openings account for the other 941 rounds.

Counted from 489 of the 543 matches played. The rest were not pulled for openings.

Lion

Career
910–181 · 83.4%
This season
509 matches · 85.7%
Peak rank
43

First hit in 53.0% of 1,650 rounds. Won 78.4% of the rounds they struck first, 71.0% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 47.2% of rounds, against 34.8% in their other rounds.
  • Against Pai: waits first in 12.8% of rounds, against 3.1% against everyone else.
  • After opening the round before by backing off: backs off first in 49.5% of rounds, against 33.7% after anything else.
  • After the opponent opened the round before by moving in: backs off first in 53.6% of rounds, against 37.8% after anything else.
  • After losing a round: backs off first in 49.7% of rounds, against 35.2% after winning one.
  • After landing the first hit of the round before: moves in first in 21.1% of rounds, against 15.6% after being hit first.
  • In round 1: opens with “backward movement into 6P+K forward punch+kick” in 8.1% of rounds, against 2.1% in their other rounds.
  • Against Brad: opens with “forward movement into P punch” in 17.3% of rounds, against 10.1% against everyone else.
  • After losing a round: opens with “backdash into evade down” in 18.6% of rounds, against 7.1% after winning one.

How is this tested?

forward movement into punchP17910.7%
backdash into evade down1418.5%
Katousui2P664.0%
backdash into evade up633.8%
backward movement into forward punch+kick6P+K623.7%
Banchu6P482.9%
Juchou Senshou8P+K432.6%
forward movement into RensuitaiPK402.4%
Banchu6P into Banchu Renkanshu6PP382.3%
backdash into Souji SenpuP+K271.6%
evade down into crouch dash forward231.4%
Banchu6P into crouch dash forward221.3%
crouch dash forward into Sen'inshou3P221.3%
backdash into Dantai3K201.2%
Senkyutai1K191.1%

272 further openings account for the other 853 rounds.

Counted from 455 of the 509 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
Goh32–7 · 82%11–1 · 92%too few to test
Sarah25–4 · 86%10–0 · 100%too few to test
Brad12–5 · 71%15–4 · 79%too few to test
Akira19–5 · 79%10–4 · 71%too few to test
Lion14–4 · 78%14–0 · 100%too few to test
Shun20–0 · 100%11–0 · 100%too few to test
Jacky14–1 · 93%7–0 · 100%too few to test
El Blaze9–3 · 75%7–3 · 70%too few to test
Pai14–1 · 93%9–0 · 100%too few to test
Kage12–0 · 100%2–0 · 100%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.

54 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?

Sarah

Career
22–2 · 91.7%
This season
22 matches · 90.9%
Peak rank
13

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into Leg Slicer2K+G1115.5%
Leg Slicer2K+G45.6%
Rising Elbow6P45.6%
Long Snap Side Chop3P+K34.2%
Rising Elbow6P into Elbow Side Chop6PP34.2%
backdash into evade down34.2%
evade down into forward dash34.2%
forward movement into punchP34.2%
kickK into High Kick StraightKP34.2%
Hide Side Kick (Deflect)P+K22.8%
Valkyrie Low1K+G into Valkyrie Sword1K+GK22.8%
backdash into Full Spin Heel Kick9K22.8%
backdash into Hide Side Kick (Deflect)P+K22.8%
backdash into Stiletto66K22.8%
backdash into evade up22.8%

20 further openings account for the other 22 rounds.

Pai

Career
8–0 · 100.0%
This season
9 matches · 100.0%
Peak rank
7

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Renka Sentai2KK933.3%
Souka Rensui3PP into Souka Raigekishou3PPP311.1%
backdash into evade down311.1%
forward movement into punchP311.1%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK27.4%
Honshin Soukyaku1K+G13.7%
Shi'en Settai2K+G13.7%
Soukasui3P into Souka Senpukyaku3PK13.7%
evade down into crouch dash forward13.7%
forward movement into RenshouPP13.7%
guardG13.7%
punchP into RenkentaiPK13.7%

Jacky

Career
1–0 · 100.0%
This season
2 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down222.2%
backdash into evade up222.2%
Squat Straight2P111.1%
backdash into Slant Back Knuckle1P111.1%
backdash into throwP+G111.1%
backward movement into punchP111.1%
crouch dash back111.1%

Aoi

Career
1–0 · 100.0%
This season
1 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ouda6P+K into Oushu Hiji'ate6P+KP133.3%
forward movement into punchP133.3%
punchP into crouch133.3%

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: 9 of 15 tests hold up
  • Sarah: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Aoi: not tested (too few rounds)