VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

TakuAnn

Career matches1,736
Career win rate48.0%
Round win rate48.3%
Peak rank26
Distinct opponents218
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1365 #2,848 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

Lion261,73683390348.0%

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

1,317 of 2,191 rounds counted

7.0 inputs a second (419 a minute) this season. Faster than 45% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.04191,317

By opponent's character

Aoi7.1427204
Akira7.0419117
Jacky6.7403139
Wolf7.343684
Shun6.840736
Lion6.841184
Pai7.142690
Jeffry6.941470
Taka7.042059
Vanessa7.142670
Sarah6.941420
Goh7.142861
El Blaze7.343748
Kage6.840944
Brad7.242955
Lau6.740233
Lei Fei6.840741
Eileen6.740339
Jean6.941223

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

Aoi77453258.4%+12.8
Akira63293446.0%-5.1
Jacky49163332.6%-14.3
Wolf40142635.0%-3.5
Shun3426876.5%+22.1
Lion32131940.6%-3.4
Pai30102033.3%-10.8
Jeffry27141351.9%+0.7
Taka2516964.0%+15.2
Vanessa2561924.0%-15.4
Sarah24131154.2%+7.3
Goh2371630.4%-14.6
El Blaze2214863.6%+13.9
Kage179852.9%+4.2
Brad1641225.0%-17.2
Lau1612475.0%+27.9
Lei Fei167943.8%-9.8
Eileen92722.2%-24.4
Jean94544.4%-1.9
Dural2020.0%-43.8

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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

Octagon71284339.4%-5.0
Low Fence65263940.0%-5.8
Half Fence63313249.2%+2.6
Open62273543.5%-7.3
Breakable Full Fence56292751.8%+3.7
Rectangle54213338.9%-8.3
Breakable Half Fence50282256.0%+7.5
Full Fence45261957.8%+11.0
Single Wall37181948.6%+3.9
Full Fence and Open25111444.0%-4.5

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
Walls33948.1%46.9%+1.2
No walls16443.3%47.0%-3.7

Walls against open: +4.9 points (95% range -4.3 to +14.1), p 0.298 — 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

fazz00r (Rank 27)2026/06/11136746.1%
NEKOz (Rank 24)2026/06/1175271.4%
ねこ吉 (Rank 21)2026/06/1164266.7%
委員ちょ (Rank 22)2026/06/11109190.0%
ズサ齋藤 (Rank 22)2026/06/091713476.5%
zxyzguy (Rank 24)2026/06/09105550.0%
銀 (Rank 27)2026/06/0994544.4%
moroQamazingdelicious (Rank 24)2026/06/0973442.9%
CHASER (Rank 22)2026/06/0963350.0%
ひら@弱キャラしか使 (Rank 26)2026/06/0782625.0%
コデリン03 (Rank 21)2026/06/0686275.0%
gimoring (Rank 25)2026/05/3162433.3%
踊る!おかぁちゃん☆ (Rank 25)2026/05/2975271.4%
penta (Rank 21)2026/05/2876185.7%
neco (Rank 21)2026/05/2798188.9%
GWO (Rank 23)2026/05/2762433.3%
6132da (Rank 24)2026/05/279090.0%
なっちゃんねる (Rank 27)2026/05/2671614.3%
kuni_sato (Rank 25)2026/05/2672528.6%
2P受害者訪談:100%邪教成員 (Rank 21)2026/05/241510566.7%
おかやんマン (Rank 24)2026/05/2473442.9%
金田一の少年 (Rank 24)2026/05/216060.0%
manekinecogames (Rank 21)2026/05/1863350.0%
dalmax72 (Rank 24)2026/05/0896366.7%
ZR615C (Rank 24)2026/05/0672528.6%

Round openings

Lion

Career
833–903 · 48.0%
This season
556 matches · 46.9%
Peak rank
26

First hit in 46.8% of 2,178 rounds. Won 51.3% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 33.3% of rounds, against 16.7% in their other rounds.
  • Against Jacky: waits first in 37.6% of rounds, against 19.3% against everyone else.
  • After opening the round before by attacking: attacks straight away in 68.0% of rounds, against 55.4% after anything else.
  • After winning a round: backs off first in 25.7% of rounds, against 10.1% after losing one.
  • When ahead: backs off first in 24.9% of rounds, against 13.1% when level or behind.
  • In round 1: opens with “6P Banchu” in 11.2% of rounds, against 4.7% in their other rounds.
  • Against Taka: opens with “6P Banchu” in 21.2% of rounds, against 5.6% against everyone else.
  • After opening the round before with “6P Banchu”: opens with “6P Banchu” in 15.1% of rounds, against 3.9% after anything else.
  • After losing a round: opens with “8K Senputai” in 9.5% of rounds, against 3.9% after winning one.
  • When behind: opens with “8K Senputai” in 11.0% of rounds, against 4.8% when ahead or level.

How is this tested?

Senkyutai1K2079.4%
Juchou Senshou8P+K1828.3%
Senputai8K1657.5%
Banchu6P1396.3%
backdash into Sentai4K1346.1%
guardG1034.7%
In'you4P into Ni In'you4PP944.3%
guardG into punchP783.5%
In'you4P763.5%
guardG into Senkyutai1K753.4%
Taizan Soukoushu4P+K743.4%
Senputai8K into Katoutai8KK663.0%
guardG into Banchu6P612.8%
throw escape612.8%
Senkyutai1K into evade down492.2%

135 further openings account for the other 632 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Aoi27–13 · 68%13–14 · 48%too few to test
Akira22–14 · 61%5–16 · 24%too few to test
Jacky8–19 · 30%7–10 · 41%too few to test
Wolf8–15 · 35%3–7 · 30%too few to test
Shun18–7 · 72%6–1 · 86%too few to test
Lion8–13 · 38%5–4 · 56%too few to test
Pai6–13 · 32%3–7 · 30%too few to test
Jeffry12–9 · 57%2–3 · 40%too few to test
Taka8–4 · 67%5–3 · 62%too few to test
Vanessa3–12 · 20%3–5 · 38%too few to test
Sarah9–7 · 56%4–3 · 57%too few to test
Goh2–10 · 17%1–6 · 14%too few to test
El Blaze11–4 · 73%3–4 · 43%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: 10 of 17 tests hold up