VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lion

トンベリ

  • Lau
  • Wolf
Career matches1,528
Career win rate46.8%
Round win rate42.3%
Peak rank25
Distinct opponents112
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1248 #3,307 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

Lion251,47768978846.6%
Lau1945232251.1%
Wolf1663350.0%

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

837 of 999 rounds counted

5.7 inputs a second (344 a minute) this season. Faster than 12% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion5.8346768
Lau5.432158
Wolf5.834511

By opponent's character

Akira5.8348103
Wolf6.136986
Lau5.734077
Goh5.733979
Kage5.633459
Pai6.136472
El Blaze5.734241
Shun5.331952
Sarah5.935132
Aoi5.633850
Jean5.532952
Jacky5.835145
Taka5.935315
Brad5.432425
Jeffry6.036117
Lion5.834517
Lei Fei5.532712
Dural5.02973

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

Akira32191359.4%+26.4
Wolf2471729.2%-5.7
Lau2081240.0%+0.0
Goh1951426.3%-9.0
Kage1861233.3%-10.0
Pai1861233.3%-5.9
El Blaze1751229.4%-1.7
Shun178947.1%+7.9
Sarah158753.3%+12.9
Aoi1431121.4%-14.3
Jean134930.8%-10.4
Jacky123925.0%-18.2
Taka105550.0%+14.8
Brad74357.1%+15.9
Jeffry61516.7%-16.2
Lion52340.0%-5.7
Lei Fei4040.0%-44.3
Eileen220100.0%+63.9
Dural1010.0%-24.7

1 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Half Fence35142140.0%+11.4
Open35122334.3%-4.8
Breakable Half Fence28121642.9%-4.2
Breakable Full Fence25131252.0%+13.4
Low Fence2461825.0%-12.2
Rectangle2271531.8%+0.4
Full Fence2012860.0%+14.0
Single Wall2091145.0%+3.3
Octagon181175.6%-29.0
Full Fence and Open134930.8%-7.3

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14839.9%37.7%+2.2
No walls7934.2%38.6%-4.4

Walls against open: +6.6 points (95% range -6.4 to +19.7), p 0.319 — 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

拳拳體爆光 (Rank 23)2026/10/1541325.0%
HaseMasa (Rank 27)2026/10/1183537.5%
osAnKIRA (Rank 23)2026/09/2731233.3%
AcidNine-JPN (Rank 27)2026/09/27330100.0%
みらめたる (Rank 21)2026/09/1397277.8%
富美 (Rank 22)2026/09/0643175.0%
しろ☆おび。@のびしろF (Rank 24)2026/09/0662433.3%
haohwhite (Rank 26)2026/08/3043175.0%
Martin1833 (Rank 26)2026/08/026060.0%
こて (Rank 26)2026/07/2782625.0%
KAISER (Rank 22)2026/07/2053260.0%
kobaman (Rank 24)2026/06/28102820.0%
ら族 (Rank 24)2026/06/2052340.0%
ぽん (Rank 23)2026/06/207070.0%
hitokabe2003 (Rank 21)2026/06/1643175.0%
失礼!スマッシュ☆彡 (Rank 24)2026/06/1131233.3%
t_k_o_7 (Rank 12)2026/06/0832166.7%
RepoSe (Rank 24)2026/05/3132166.7%
ttfour@サラしかできないw (Rank 23)2026/05/2731233.3%
トローリロートル (Rank 21)2026/05/2651420.0%
リチウムイオン (Rank 21)2026/05/2542250.0%
格雷希欧 (Rank 23)2026/05/2431233.3%
みつお (Rank 21)2026/05/1793633.3%
toshi.kun (Rank 11)2026/05/1143175.0%
2P受害訪談:那是邪教行為 (Rank 21)2026/05/11330100.0%

Round openings

Every character

Juchou Senshou8P+K23624.8%
guardG12112.7%
Sentai4K into Sentai Shumen4KP515.4%
In'you4P into Ni In'you4PP505.2%
evade down into guardG373.9%
Kousoutai2K+G333.5%
guardG into Juchou Senshou8P+K313.3%
Sen'inshou3P into Rakugekishou3PP181.9%
crouch into Rakugekishou3PP171.8%
Banchu6P into Banchu Renkanshu6PP161.7%
guardG into evade down151.6%
Koushutai44K into Souji SenpuP+K131.4%
backdash into Shicchi Soutai3K+G121.3%
Senshou Haiten44P111.2%
Koushutai44K into Ukoushin46P+K101.1%

125 further openings account for the other 281 rounds.

Counted from 243 of the 254 matches played. The rest were not pulled for openings.

Lion

Career
689–788 · 46.6%
This season
236 matches · 36.4%
Peak rank
25

First hit in 53.0% of 882 rounds. Won 41.5% of the rounds they struck first, 41.7% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 12.3% of rounds, against 3.9% in their other rounds.
  • Against Akira: evades first in 16.9% of rounds, against 5.8% against everyone else.
  • After losing a round: attacks straight away in 67.1% of rounds, against 51.1% after winning one.
  • In round 2: opens with “8P+K Juchou Senshou” in 34.5% of rounds, against 24.1% in their other rounds.
  • Against Pai: opens with “4P In'you into 4PP Ni In'you” in 14.5% of rounds, against 4.9% against everyone else.

How is this tested?

Juchou Senshou8P+K23626.7%
guardG11613.1%
Sentai4K into Sentai Shumen4KP515.8%
In'you4P into Ni In'you4PP505.7%
evade down into guardG343.9%
Kousoutai2K+G333.7%
guardG into Juchou Senshou8P+K313.5%
Sen'inshou3P into Rakugekishou3PP182.0%
crouch into Rakugekishou3PP171.9%
Banchu6P into Banchu Renkanshu6PP161.8%
guardG into evade down151.7%
Koushutai44K into Souji SenpuP+K131.5%
backdash into Shicchi Soutai3K+G121.4%
Senshou Haiten44P111.2%
Koushutai44K into Ukoushin46P+K101.1%

97 further openings account for the other 220 rounds.

Counted from 225 of the 236 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
Akira15–7 · 68%2–5 · 29%too few to test
Lau2–7 · 22%2–3 · 40%too few to test
Wolf3–12 · 20%2–3 · 40%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.

11 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?

Lau

Career
23–22 · 51.1%
This season
15 matches · 53.3%
Peak rank
19

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kosoushou46P813.8%
crouch into Renkanshou3PPP712.1%
Chisoutai2K+G58.6%
Souko Reppa3P+K58.6%
Chugeki6P into Hou'ou Soushou6PP46.9%
guardG46.9%
Koryu Tenshinkyaku6K+G35.2%
Saishikkyaku4K into punchP35.2%
evade down into guardG35.2%
RenshouPP into RaigekishouPPP23.5%
backdash23.5%
Ko'en Niki9K+G11.7%
RenshouPP into Renkanshou3PPP11.7%
Senkyaku Chushou3KP into Senkyaku Renkan Sakurokushou3KPP11.7%
Souchuken2P into RenshouPP11.7%

8 further openings account for the other 8 rounds.

Wolf

Career
3–3 · 50.0%
This season
3 matches · 66.7%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Hammer2P into Screw Lariat63214PP218.2%
Death ScytheK+G19.1%
Level Back CrushP+K19.1%
Low Smash2K19.1%
Screw Hook63214P into Screw Lariat63214PP19.1%
Short Shoulder46P+K19.1%
crouch into down-back kick1K19.1%
guardG19.1%
guardG into Heavy Toe Kick4K+G19.1%
guardG into Short Shoulder46P+K19.1%

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: 5 of 15 tests hold up
  • Lau: not tested (too few rounds)
  • Wolf: not tested (too few rounds)