VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

JackRussellチビ助

  • Wolf
Career matches2,616
Career win rate43.3%
Round win rate45.8%
Peak rank23
Distinct opponents88
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1237 #3,337 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

Lion231,9658971,06845.6%
Wolf2365123641536.2%

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

460 of 612 rounds counted

6.0 inputs a second (363 a minute) this season. Faster than 20% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf5.9353308
Lion6.4386152

By opponent's character

Jacky6.438548
Pai5.935558
Lion6.338035
Akira6.035839
Shun5.935331
Lau5.935334
Taka6.237425
Wolf6.338034
Kage5.935419
Brad6.136818
Goh6.036121
Sarah5.835028
Eileen5.834812
Aoi6.136421
Jean5.935217
Jeffry6.035816
El Blaze5.53294

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

Jacky2081240.0%-6.7
Pai1821611.1%-30.3
Lion148657.1%+21.4
Akira115645.5%+9.8
Shun118372.7%+37.1
Lau101910.0%-24.7
Taka93633.3%-11.7
Wolf95455.6%+15.9
Kage84450.0%+10.6
Brad73442.9%-3.9
Goh72528.6%-15.2
Sarah76185.7%+41.9
Eileen64266.7%+28.1
Aoi52340.0%-9.5
Jean5050.0%-40.1
Jeffry52340.0%-14.6
El Blaze31233.3%-14.5

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

Half Fence2491537.5%-1.6
Single Wall2181338.1%-0.8
Octagon1861233.3%-14.5
Breakable Half Fence156940.0%-0.7
Breakable Full Fence149564.3%+24.7
Low Fence124833.3%-7.3
Full Fence115645.5%+7.9
Open112918.2%-23.6
Rectangle108280.0%+30.2
Full Fence and Open73442.9%+1.0

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
Walls9246.7%42.4%+4.4
No walls4431.8%39.5%-7.6

Walls against open: +12.0 points (95% range -5.8 to +29.9), p 0.187 — 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

ほーげつ (Rank 23)2026/10/1821150.0%
(やだわ (Rank 21)2026/10/182020.0%
dan-d-oya-g (Rank 21)2026/10/18220100.0%
jyariten-1968 (Rank 25)2026/10/182020.0%
neco (Rank 21)2026/10/15220100.0%
smogh (Rank 22)2026/10/1231233.3%
o_U-san_o (Rank 21)2026/09/2442250.0%
委員ちょ (Rank 21)2026/09/2421150.0%
ゅろぽ (Rank 22)2026/09/2441325.0%
44884 (Rank 27)2026/09/222020.0%
PAI5963 (Rank 24)2026/09/166060.0%
フォアグラVtuber (Rank 23)2026/09/1643175.0%
マッスルトマト (Rank 22)2026/09/1431233.3%
Gala85818 (Rank 23)2026/09/1231233.3%
syoppe (Rank 25)2026/09/1232166.7%
だいきち (Rank 19)2026/09/0851420.0%
へい!おひさいたま (Rank 22)2026/09/08220100.0%
紫荆一头牛 (Rank 23)2026/07/172020.0%
ブリブリ飯店堺店 (Rank 24)2026/06/1742250.0%
ひで (Rank 21)2026/06/04220100.0%
mo-ho-man (Rank 21)2026/05/182020.0%
fractal (Rank 21)2026/04/1821150.0%
ぽこリオン (Rank 24)2026/04/0921150.0%
pinky_kanoya (Rank 25)2026/03/302020.0%
じゃったちえお (Rank 26)2026/03/3031233.3%

Round openings

Every character

Senkyutai1K5211.0%
punchP into Souji SenpuP+K469.8%
Banchu6P into Banchu Renkanshu6PP163.4%
backdash into Souji SenpuP+K163.4%
punchP163.4%
backdash into guardG153.2%
evade up153.2%
Banchu6P143.0%
Senshippo66P122.5%
punchP into Koushu RensuiPP112.3%
Low Drop Kick62K102.1%
crouch dash forward into guardG102.1%
forward movement into Elbow Butt4P102.1%
HakotsushuP+K+G into evade up91.9%
backdash into Heavy Middle Kick3K+G81.7%

87 further openings account for the other 212 rounds.

Counted from 121 of the 155 matches played. The rest were not pulled for openings.

Lion

Career
897–1,068 · 45.6%
This season
77 matches · 44.2%
Peak rank
23

First hit in 46.2% of 303 rounds. Won 48.6% of the rounds they struck first, 44.8% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Senkyutai1K5217.1%
punchP into Souji SenpuP+K4615.1%
Banchu6P into Banchu Renkanshu6PP165.3%
backdash into Souji SenpuP+K165.3%
Banchu6P144.6%
Senshippo66P124.0%
evade up113.6%
punchP into Koushu RensuiPP113.6%
HakotsushuP+K+G into evade up93.0%
backdash into guardG82.6%
KouhaitaiK+G72.3%
crouch dash forward into guardG72.3%
evade down72.3%
Koushu RensuiPP into Renkan SenshouPPP62.0%
Koushu RensuiPP into Rensui SoushuPPP+K62.0%

39 further openings account for the other 76 rounds.

Wolf

Career
236–415 · 36.2%
This season
78 matches · 38.5%
Peak rank
23

First hit in 56.3% of 167 rounds. Won 44.7% of the rounds they struck first, 41.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Drop Kick62K106.0%
forward movement into Elbow Butt4P106.0%
punchP106.0%
backdash into Heavy Middle Kick3K+G84.8%
evade up into Savate4K84.8%
Arrow Knuckle3P74.2%
backdash into Short Shoulder46P+K74.2%
backdash into guardG74.2%
Low Hammer2P63.6%
Low Hammer2P into evade up63.6%
Screw Hook63214P into Screw Lariat63214PP63.6%
evade down into Elbow Butt4P53.0%
evade down into guardG53.0%
guardG53.0%
Elbow Butt4P into punchP42.4%

44 further openings account for the other 64 rounds.

Counted from 44 of the 78 matches played. The rest 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 (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Lion: 0 of 14 tests hold up
  • Wolf: not tested (too few rounds)