VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

KENTZ.jp

Career matches6,571
Career win rate50.2%
Round win rate50.0%
Peak rank37
Distinct opponents187
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1740 #630 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

Lion376,5713,2993,27250.2%

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

1,278 of 1,948 rounds counted

6.5 inputs a second (387 a minute) this season. Faster than 30% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion6.53871,278

By opponent's character

Akira6.7403147
Jeffry6.4382130
Jacky6.6399108
Kage6.237183
Lau6.4384105
Aoi6.2375104
Goh6.438166
Pai6.438271
Lion7.041881
Lei Fei6.237365
Shun6.539172
Sarah6.539024
Brad6.840528
Vanessa6.237170
Wolf6.438535
El Blaze6.237026
Jean6.438425
Eileen6.538717
Dural6.337713
Taka6.13668

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

Akira48272156.2%+9.6
Jeffry46182839.1%-11.7
Jacky42162638.1%-16.2
Kage37162143.2%-2.4
Lau34112332.4%-19.6
Aoi31181358.1%+4.0
Goh31161551.6%-2.2
Pai30171356.7%+4.8
Lion2618869.2%+25.0
Lei Fei25121348.0%-2.8
Shun25151060.0%+14.6
Sarah2391439.1%-12.2
Brad22111150.0%+7.6
Vanessa2091145.0%-5.6
Wolf2014670.0%+17.6
El Blaze97277.8%+24.6
Jean63350.0%-0.5
Eileen51420.0%-32.8
Dural330100.0%+41.3
Taka21150.0%+8.6

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 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 Fence64372757.8%+9.0
Rectangle57273047.4%+1.0
Open56312555.4%+3.8
Full Fence53282552.8%+4.8
Breakable Half Fence52213140.4%-9.8
Single Wall46271958.7%+8.6
Breakable Full Fence38241463.2%+13.3
Octagon35191654.3%+2.9
Low Fence32102231.2%-22.1
Full Fence and Open2781929.6%-19.0

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
Walls29952.2%49.2%+3.0
No walls13450.7%51.6%-0.8

Walls against open: +3.8 points (95% range -7.1 to +14.7), p 0.495 — 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

Sore (Rank 36)2026/10/1853260.0%
hurikake1999 (Rank 38)2026/10/1863350.0%
saw121 (Rank 34)2026/10/1854180.0%
Mochi/かしわもち (Rank 39)2026/10/1883537.5%
KumadaP (Rank 37)2026/10/1754180.0%
yossystanp-ussa (Rank 36)2026/10/1653260.0%
Saibo_season2 (Rank 39)2026/10/16114736.4%
KAT (Rank 36)2026/10/1354180.0%
躑躅 (Rank 37)2026/10/1165183.3%
ハマラウ (Rank 36)2026/10/05114736.4%
ぬっき~@ (Rank 35)2026/10/0262433.3%
チャールズ・バックレ (Rank 33)2026/09/2763350.0%
えびもち (Rank 33)2026/09/2764266.7%
rikubon-ps (Rank 37)2026/09/2374357.1%
Shura1025 (Rank 34)2026/09/2263350.0%
bh_iflg (Rank 32)2026/09/178080.0%
zephyr_dural (Rank 32)2026/09/1774357.1%
LEO (Rank 31)2026/05/1854180.0%
soul-to-denchi (Rank 31)2026/05/1451420.0%
あむざん (Rank 35)2026/04/034040.0%
しょべるん (Rank 38)2026/03/3163350.0%
stepan_BVFA (Rank 37)2026/03/3053260.0%
kiyohara-j (Rank 32)2026/03/3042250.0%
フルレバ (Rank 35)2026/03/2953260.0%
小名浜DC (Rank 36)2026/03/2872528.6%

Round openings

Lion

Career
3,299–3,272 · 50.2%
This season
485 matches · 49.9%
Peak rank
37

First hit in 50.6% of 1,453 rounds. Won 51.8% of the rounds they struck first, 49.1% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 15.7% of rounds, against 7.2% in their other rounds.
  • Against Wolf: evades first in 23.2% of rounds, against 8.4% against everyone else.
  • After winning a round: backs off first in 25.0% of rounds, against 8.8% after losing one.
  • When ahead: backs off first in 22.2% of rounds, against 13.3% when level or behind.
  • In round 2: opens with “forward dash into 1K Senkyutai” in 13.3% of rounds, against 4.4% in their other rounds.
  • Against Shun: opens with “8P+K Juchou Senshou” in 15.0% of rounds, against 4.0% against everyone else.

How is this tested?

forward dash into Senkyutai1K956.5%
Katousui2P735.0%
Juchou Senshou8P+K654.5%
Banchu6P523.6%
backdash into Senputai8K483.3%
guardG463.2%
backdash into Sentai4K402.8%
forward dash into throwP+G332.3%
guardG into Senkyutai1K322.2%
forward movement into punchP261.8%
forward dash into Senputai8K251.7%
guardG into Senputai8K251.7%
Senputai8K241.6%
guardG into Katoutai8KK211.4%
Katousui2P into crouch201.4%

219 further openings account for the other 832 rounds.

Counted from 356 of the 485 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
Jeffry11–11 · 50%3–9 · 25%too few to test
Akira13–10 · 57%5–4 · 56%too few to test
Goh6–7 · 46%5–4 · 56%too few to test
Lau3–9 · 25%6–6 · 50%too few to test
Jacky5–11 · 31%4–5 · 44%too few to test
Kage10–8 · 56%2–2 · 50%too few to test
Sarah8–7 · 53%1–4 · 20%too few to test
Lei Fei7–10 · 41%3–0 · 100%too few to test
Pai11–6 · 65%1–2 · 33%too few to test
Wolf12–5 · 71%0–1 · 0%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.

129 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 (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: 6 of 15 tests hold up