VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Lion

Missileman_13

  • Wolf
  • Brad
  • Jeffry
Career matches1,312
Career win rate52.9%
Round win rate50.6%
Peak rank27
Distinct opponents97
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1334 #2,995 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

Lion2764232531750.6%
Wolf2652327924453.4%
Brad24147905761.2%
Jeffry21000—

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

709 of 787 rounds counted

5.9 inputs a second (353 a minute) this season. Faster than 15% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion5.8350362
Wolf6.1365251
Brad5.533293
Jeffry6.43843

By opponent's character

Akira6.136897
Wolf5.633580
Shun5.533069
Aoi5.834757
Jeffry5.533247
Goh5.835041
Jacky5.834645
Eileen5.935335
Sarah6.539132
Lau7.142430
Pai6.438524
Kage5.834921
Lion6.237226
Jean5.734226
Brad5.935317
El Blaze5.532822
Lei Fei6.036116
Taka6.43828
Dural4.82889
Vanessa6.53907

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

Akira28111739.3%-13.5
Wolf2581732.0%-15.8
Shun1871138.9%-9.2
Aoi1712570.6%+21.4
Jeffry148657.1%+8.2
Goh118372.7%+18.0
Jacky115645.5%-11.1
Eileen93633.3%-27.0
Sarah990100.0%+42.6
Lau86275.0%+19.5
Pai86275.0%+29.1
Kage73442.9%+1.2
Lion74357.1%+12.6
Jean62433.3%-9.7
Brad550100.0%+46.0
El Blaze5050.0%-56.0
Lei Fei41325.0%-29.1
Taka4040.0%-45.2
Dural31233.3%+4.2
Vanessa220100.0%+46.8

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

Open31112035.5%-16.7
Breakable Full Fence23101343.5%-2.7
Single Wall22111150.0%-2.0
Full Fence2116576.2%+25.9
Low Fence2061430.0%-18.2
Breakable Half Fence1810855.6%+6.8
Rectangle1610662.5%+11.9
Octagon156940.0%-11.1
Half Fence138561.5%+8.3
Full Fence and Open85362.5%+0.8

0 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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls10656.6%50.3%+6.3
No walls7338.4%49.4%-11.0

Walls against open: +17.3 points (95% range -2.3 to +37.0), p 0.084 — 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

カミナリおやじ (Rank 27)2026/10/1631233.3%
みらめたる (Rank 21)2026/10/074040.0%
asteroid-belt777 (Rank 23)2026/10/0554180.0%
dalmax72 (Rank 21)2026/10/0294544.4%
はげまん (Rank 27)2026/09/2974357.1%
48歳技覚えられないよ (Rank 26)2026/09/2632166.7%
shinkita (Rank 24)2026/09/13220100.0%
Multipla (Rank 24)2026/09/12440100.0%
manekinecogames (Rank 22)2026/09/1131233.3%
PKG (Rank 27)2026/09/113030.0%
qzmix (Rank 22)2026/09/0532166.7%
あらら (Rank 24)2026/09/0331233.3%
yagi[JP] (Rank 21)2026/09/0232166.7%
김멋있다 (Rank 21)2026/09/0231233.3%
gimoring (Rank 26)2026/08/29220100.0%
サーちゃん (Rank 21)2026/08/22440100.0%
廿撚二 (Rank 22)2026/08/2231233.3%
nekodiver2 (Rank 23)2026/08/224040.0%
失礼!スマッシュ☆彡 (Rank 25)2026/08/2151420.0%
ぽん (Rank 21)2026/07/3062433.3%
トローリロートル (Rank 23)2026/07/3041325.0%
M&E (Rank 24)2026/07/285050.0%
μ (Rank 26)2026/07/2871614.3%
こて (Rank 26)2026/07/2732166.7%
Agito (Rank 25)2026/06/1154180.0%

Round openings

Every character

guardG9412.7%
Juchou Senshou8P+K8611.6%
no input486.5%
evade up446.0%
forward movement into Elbow Butt4P405.4%
evade down into Elbow Butt4P283.8%
punchP into Koushu RensuiPP253.4%
Elbow Butt4P into punchP233.1%
Low Drop Kick62K223.0%
punchP into kickK212.8%
Koushu RensuiPP into Rensui SoushuPPP+K152.0%
forward movement into Low Smash2K111.5%
Screw Hook63214P into Screw Lariat63214PP91.2%
Souji SenpuP+K91.2%
Sway Back4P+K+G into Mighty Knee UpperK91.2%

107 further openings account for the other 255 rounds.

Counted from 188 of the 201 matches played. The rest were not pulled for openings.

Lion

Career
325–317 · 50.6%
This season
105 matches · 50.5%
Peak rank
27

First hit in 43.9% of 362 rounds. Won 56.0% of the rounds they struck first, 46.3% of the rounds they were struck first.

Significant Tells

  • After opening the round before by waiting: waits first in 46.8% of rounds, against 12.2% after anything else.
  • After losing a round: waits first in 29.7% of rounds, against 14.0% after winning one.

How is this tested?

Juchou Senshou8P+K8623.1%
guardG4411.8%
no input338.8%
evade up277.2%
punchP into Koushu RensuiPP256.7%
Koushu RensuiPP into Rensui SoushuPPP+K154.0%
punchP into kickK143.8%
Souji SenpuP+K92.4%
Tourou Teihozen (Deflect)4P+K+G92.4%
Koushutai44K into Taizan Soukoushu4P+K82.1%
evade up into Koushutai44K82.1%
evade up into backdash71.9%
evade up into Senkyutai1K61.6%
Taizan Soukoushu4P+K51.3%
Tourou Teihozen (Deflect)4P+K+G into crouch41.1%

44 further openings account for the other 73 rounds.

Counted from 96 of the 105 matches played. The rest were not pulled for openings.

Wolf

Career
279–244 · 53.4%
This season
72 matches · 51.4%
Peak rank
26

First hit in 42.7% of 260 rounds. Won 57.7% of the rounds they struck first, 48.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Elbow Butt4P4014.8%
guardG2910.7%
evade down into Elbow Butt4P2810.4%
Elbow Butt4P into punchP238.5%
Low Drop Kick62K228.2%
forward movement into Low Smash2K114.1%
Screw Hook63214P into Screw Lariat63214PP93.3%
backdash into Short Shoulder46P+K83.0%
evade up83.0%
no input83.0%
backdash into guardG72.6%
Deadly Move Back4P+K+G into backward movement62.2%
punchP into kickK62.2%
Short Shoulder46P+K51.9%
evade up into guardG51.9%

35 further openings account for the other 55 rounds.

Counted from 68 of the 72 matches played. The rest were not pulled for openings.

Brad

Career
90–57 · 61.2%
This season
23 matches · 47.8%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG2122.6%
Sway Back4P+K+G into Mighty Knee UpperK99.7%
evade up99.7%
Jolt Upper3P88.6%
no input77.5%
Rapid Short UpperP+KP into Rapid CombinationP+KPP33.2%
Spine Whip4P into Lumpini Combination4PK33.2%
evade up into kickK33.2%
Destruction Body3P+K22.1%
Jolt Upper3P into Jolt Double Shot3PP+K22.1%
Middle Spin Kick66K22.1%
Rapid Double JabP+K22.1%
backdash into evade up22.1%
evade up into guardG22.1%
punchP into Jab StraightPP22.1%

15 further openings account for the other 16 rounds.

Jeffry

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Knee Push4K into Knee Push Wild Hook4KP133.3%
punchP into Knuckle KickPK133.3%
punchP into kickK133.3%

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).

Tests behind each character's list

  • Lion: 2 of 15 tests hold up
  • Wolf: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)