VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lion

IIRUMBASEIIVGX

  • Shun
  • Jean
Career matches594
Career win rate57.7%
Round win rate52.6%
Peak rank26
Distinct opponents23
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1365 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

Lion2636819717153.5%
Jean25139885163.3%
Shun2487582966.7%

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

152 of 152 rounds counted

7.3 inputs a second (436 a minute) this season. Faster than 53% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.3435102
Shun7.544930
Jean6.941220

By opponent's character

Akira7.444654
Jacky7.444619
Pai6.740318
Jean7.444613
El Blaze7.243010
Lion7.84667
Sarah7.04189
Wolf7.243310
Brad6.84055
Lau7.34404
Lei Fei6.13643

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

Akira148657.1%+0.6
Jacky62433.3%-10.6
Pai53260.0%+2.0
Jean32166.7%+16.7
El Blaze2020.0%-48.6
Lion220100.0%+51.4
Sarah21150.0%+4.1
Wolf21150.0%+13.2
Brad1010.0%-38.5
Lau110100.0%+30.9
Lei Fei1010.0%-38.5

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%+5.2
Rectangle72528.6%-14.0
Single Wall51420.0%-34.6
Full Fence43175.0%+30.2
Half Fence43175.0%+21.1
Open31233.3%-12.7
Breakable Full Fence220100.0%+35.5
Low Fence220100.0%+25.8
Octagon2020.0%-39.5

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
Walls2755.6%50.8%+4.8
No walls1040.0%53.7%-13.7

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

hellohair (Rank 23)2026/10/1853260.0%
Leejang (Rank 23)2026/10/18220100.0%
Yukimaru-shiro (Rank 26)2026/10/14110100.0%
48歳技覚えられないよ (Rank 26)2026/10/1332166.7%
ハミィ(DQ10の使者) (Rank 23)2026/10/13110100.0%
소롱 (Rank 29)2026/10/091010.0%
Sinabro (Rank 29)2026/10/092020.0%
dalmax72 (Rank 27)2026/10/091010.0%
seobin_papa (Rank 27)2026/10/091010.0%
pochiyone (Rank 26)2026/10/091010.0%
yusyusonna (Rank 27)2026/10/091010.0%
かりぼー (Rank 27)2026/10/0821150.0%
IntakeAL (Rank 29)2026/10/081010.0%
Go!飯饌GiI (Rank 29)2026/10/0821150.0%
be-shedded (Rank 28)2026/10/0421150.0%
HOO (Rank 21)2026/10/03220100.0%
弱者 (Rank 29)2026/10/031010.0%
要你命3000 (Rank 26)2026/10/032020.0%
김멋있다 (Rank 21)2026/10/02220100.0%
vf_hornwolf@뿔늑대 (Rank 23)2026/10/0232166.7%
moomoolien (Rank 22)2026/09/29110100.0%
ら族 (Rank 17)2026/06/22110100.0%
kiyo8426 (Rank 22)2026/05/201010.0%

Round openings

Every character

backdash into evade down714.0%
backdash into guardG48.0%
evade down into crouch dash forward36.0%
Haisenchu1P24.0%
crouch into Shitamaeken2P24.0%
evade down into Tate'enpi~Tenkai Hizageri33PK24.0%
evade down into punchP24.0%
evade up into crouch dash forward24.0%
Gyaku Seikenzuki66P into Yoko'enpi6P12.0%
Gyou'in Haishu3P12.0%
Haisenchu1P into evade down12.0%
Konohana Sakuya43P+K into Kake'uchi46P12.0%
Rensai Gakushu46PP into Rengeki Gakushu46PPP12.0%
Yoko'enpi6P into Yoko'enpi~Uchishutou6PP12.0%
backdash into Doumawashi Kaitengeri46K+G12.0%

19 further openings account for the other 19 rounds.

Shun

Career
58–29 · 66.7%
This season
9 matches · 44.4%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down620.0%
backdash into guardG310.0%
Haisenchu1P26.7%
evade down into crouch dash forward26.7%
evade down into punchP26.7%
Gyou'in Haishu3P13.3%
Haisenchu1P into evade down13.3%
Rensai Gakushu46PP into Rengeki Gakushu46PPP13.3%
backdash into Getsuga Gakushu46P13.3%
backdash into Sokutan Senshu6K13.3%
backdash into throwP+G13.3%
backward movement into Kasen Zenbokushou6PP13.3%
crouch dash forward into punchP13.3%
crouch into Haisenchu1P13.3%
evade down into Asen Kaikyaku44K13.3%

5 further openings account for the other 5 rounds.

Jean

Career
88–51 · 63.3%
This season
6 matches · 83.3%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Shitamaeken2P210.0%
evade down into Tate'enpi~Tenkai Hizageri33PK210.0%
Gyaku Seikenzuki66P into Yoko'enpi6P15.0%
Konohana Sakuya43P+K into Kake'uchi46P15.0%
Yoko'enpi6P into Yoko'enpi~Uchishutou6PP15.0%
backdash into Doumawashi Kaitengeri46K+G15.0%
backdash into Shitazuki3P15.0%
backdash into Yamakuzushi6K15.0%
backdash into evade down15.0%
backdash into guardG15.0%
evade down into Shitamaeken2P15.0%
evade down into Shitazuki3P15.0%
evade down into Tate'enpi33P15.0%
evade down into crouch dash forward15.0%
evade up into crouch dash forward15.0%

3 further openings account for the other 3 rounds.

Not counted here: Lion. Their matches were not pulled for openings.

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

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