VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lion

Deznere

Career matches809
Career win rate55.4%
Round win rate52.9%
Peak rank28
Distinct opponents122
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1483 #2,135 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

Lion2880944836155.4%

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

2,147 of 2,147 rounds counted

9.4 inputs a second (562 a minute) this season. Faster than 91% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion9.45622,147

By opponent's character

Shun9.6575255
Sarah9.2555209
Lei Fei9.3560195
Pai9.3559186
Goh9.4564179
Jacky9.3559160
Brad9.3561132
Akira9.5569121
Jeffry9.4566112
El Blaze9.5572109
Lion9.5567105
Wolf8.852880
Aoi9.557270
Kage9.255460
Lau9.456655
Jean9.758352
Taka8.651632
Vanessa9.154818
Dural9.557014
Eileen10.96553

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

Shun63293446.0%-8.1
Sarah56352162.5%+11.8
Lei Fei49331667.3%+9.3
Pai48301862.5%+10.7
Goh47173036.2%-20.5
Jacky42222052.4%-1.0
Brad3325875.8%+21.4
Akira31211067.7%+19.9
Jeffry28151353.6%-9.1
El Blaze27121544.4%-12.3
Lion2691734.6%-14.7
Wolf2011955.0%-2.0
Aoi1710758.8%+17.6
Kage1610662.5%+7.6
Lau1531220.0%-50.0
Jean128466.7%+13.3
Taka92722.2%-19.1
Vanessa41325.0%-21.7
Dural31233.3%+8.2
Eileen110100.0%+3.1

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 Fence74373750.0%+0.5
Breakable Half Fence69383155.1%+2.4
Full Fence63293446.0%-3.6
Rectangle60312951.7%-5.9
Half Fence59342557.6%+2.3
Single Wall51272452.9%-5.2
Octagon45271860.0%+10.2
Open39251464.1%+12.5
Breakable Full Fence38241463.2%+5.4
Full Fence and Open31141745.2%-12.7

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
Walls33454.8%53.7%+1.1
No walls16454.3%52.8%+1.5

Walls against open: -0.4 points (95% range -10.5 to +9.7), p 0.942 — 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

Jiikae (Rank 33)2026/10/18128466.7%
TobyTechMercenary (Rank 26)2026/10/1771614.3%
DDRMONKEY (Rank 27)2026/10/1686275.0%
Kungfuhustle99 (Rank 30)2026/10/1427141351.9%
GamesoftRobo (Rank 28)2026/10/13134930.8%
Smi1e (Rank 26)2026/10/13117463.6%
robib (Rank 24)2026/10/121311284.6%
LoveDrugBomb (Rank 28)2026/09/3091811.1%
H.P.Starcraft (Rank 29)2026/09/30125741.7%
babo209 (Rank 26)2026/09/3022121054.5%
LuBuMBX (Rank 28)2026/09/29189950.0%
Wodin (Rank 25)2026/09/1723111247.8%
Noggy (Rank 26)2026/09/1793633.3%
rich.tapestry (Rank 30)2026/09/0583537.5%
Twonny (Rank 24)2026/09/04660100.0%
johncha (Rank 22)2026/08/2974357.1%
SACH (Rank 22)2026/08/29102820.0%
Gold---Mole (Rank 27)2026/08/27115645.5%
robots (Rank 21)2026/08/27108280.0%
Reginald_Greene (Rank 27)2026/08/2763350.0%
DJ_Clarknova (Rank 27)2026/08/236060.0%
u_madNES (Rank 26)2026/08/23106460.0%
bootywarrior (Rank 21)2026/08/041110190.9%
KholdKremling (Rank 16)2026/08/0376185.7%
Sami (Rank 18)2026/08/0376185.7%

Round openings

Lion

Career
448–361 · 55.4%
This season
547 matches · 53.9%
Peak rank
28

First hit in 56.5% of 1,867 rounds. Won 55.8% of the rounds they struck first, 48.6% of the rounds they were struck first.

Significant Tells

  • Against Shun: waits first in 16.1% of rounds, against 5.2% against everyone else.
  • On Open stages: evades first in 11.3% of rounds, against 4.2% on the other stages.
  • After opening the round before by backing off: backs off first in 63.8% of rounds, against 47.9% after anything else.
  • Against Wolf: opens with “P punch into PP Koushu Rensui” in 16.2% of rounds, against 3.8% against everyone else.
  • On Rectangle stages: opens with “P punch into PP Koushu Rensui” in 8.4% of rounds, against 3.7% on the other stages.
  • After opening the round before with “P punch into PP Koushu Rensui”: opens with “backdash into 46K Tanhikyaku” in 19.7% of rounds, against 4.6% after anything else.

How is this tested?

backdash into evade down20010.7%
backdash into Sentai4K19010.1%
backdash into Tourou Hassou41236P1859.9%
backdash into Tanhikyaku46K924.9%
punchP into Koushu RensuiPP814.3%
crouch into Katousui2P804.3%
backdash into Koushutai44K593.1%
Koushu RensuiPP into Renkan SenshouPPP522.8%
punchP into Tanhikyaku46K452.4%
backward movement into Sentai4K382.0%
punchP341.8%
punchP into backdash321.7%
backdash into Kishitsu Kasensou43P241.3%
Banchu6P221.2%
backward movement into evade down221.2%

198 further openings account for the other 718 rounds.

Counted from 478 of the 547 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
Shun19–22 · 46%5–6 · 45%too few to test
Lei Fei24–8 · 75%4–4 · 50%too few to test
Goh10–18 · 36%4–2 · 67%too few to test
Jacky16–13 · 55%5–3 · 62%too few to test
Sarah16–8 · 67%7–7 · 50%too few to test
Pai8–7 · 53%13–10 · 57%too few to test
Akira8–5 · 62%11–5 · 69%too few to test
Brad4–2 · 67%13–4 · 76%too few to test
El Blaze10–13 · 43%2–0 · 100%too few to test
Lion5–8 · 38%1–7 · 12%too few to test
Wolf7–4 · 64%4–3 · 57%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.

69 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 (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: 6 of 17 tests hold up