VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

貧乏リオン/binboulion

Career matches10,153
Career win rate49.6%
Round win rate49.8%
Peak rank38
Distinct opponents317
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1716 #720 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

Lion3810,1535,0365,11749.6%

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

3,445 of 5,013 rounds counted

7.8 inputs a second (467 a minute) this season. Faster than 66% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.84673,445

By opponent's character

Jacky7.9476400
Kage7.6454350
Akira7.8467247
Jean7.8466272
Sarah8.1485220
Aoi7.7460286
Lau7.8465201
Vanessa7.8465138
Goh7.8468170
Jeffry7.8470172
Wolf7.7460190
Shun7.7464124
Lion7.8470131
Pai8.0482150
Lei Fei7.7461136
Brad8.047777
Eileen7.5451108
El Blaze7.645755
Taka7.544818

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

Jacky125626349.6%-2.6
Kage117457238.5%-10.3
Akira104594556.7%+6.7
Jean95544156.8%+7.7
Sarah94454947.9%+0.8
Aoi85355041.2%-6.1
Lau80384247.5%-0.1
Vanessa68333548.5%-0.2
Goh61303149.2%+1.6
Jeffry60303050.0%+0.1
Wolf58312753.5%-0.6
Shun52302257.7%+9.2
Lion49232646.9%-1.0
Pai49252451.0%+0.1
Lei Fei47301763.8%+15.3
Brad35161945.7%-1.2
Eileen31171454.8%+4.1
El Blaze2992031.0%-20.7
Taka61516.7%-30.2

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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 Fence155698644.5%-4.1
Single Wall146757151.4%+2.2
Octagon137647346.7%-2.0
Low Fence122685455.7%+6.4
Rectangle122675554.9%+4.2
Open119586148.7%-0.2
Breakable Half Fence115516444.4%-5.4
Full Fence111555649.5%+2.6
Breakable Full Fence97425543.3%-8.9
Full Fence and Open55233241.8%-6.7

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls73747.2%49.2%-2.0
No walls38751.9%49.5%+2.5

Walls against open: -4.4 points (95% range -11.1 to +2.2), p 0.188 — 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

くろね@のびしろF (Rank 36)2026/10/13109190.0%
kantoku (Rank 37)2026/09/17126650.0%
Wallaby360 (Rank 37)2026/09/1733102330.3%
サムシングまさお (Rank 39)2026/09/17222209.1%
moto__666 (Rank 37)2026/09/171331023.1%
うるヲ参拾 (Rank 39)2026/09/171541126.7%
ken3000wo (Rank 36)2026/09/162591636.0%
ぶーん (Rank 33)2026/09/16127558.3%
lapislazuli (Rank 38)2026/09/072316769.6%
くりたろう (Rank 39)2026/09/07121118.3%
えなお (Rank 38)2026/09/07134930.8%
寿司眼鉄 (Rank 37)2026/09/07168850.0%
mahiro_725 (Rank 37)2026/08/311411378.6%
どろパイ (Rank 38)2026/08/301991047.4%
フルレバ (Rank 36)2026/08/3043162737.2%
ねこむーと (Rank 38)2026/08/30112918.2%
anzenpai (Rank 34)2026/08/28118372.7%
Grandpa__Jean (Rank 39)2026/08/03116554.5%
papermoon_7 (Rank 36)2026/07/26115645.5%
ikkyusaaan (Rank 36)2026/07/26108280.0%
rikubon-ps (Rank 35)2026/07/21178947.1%
ゲッパー (Rank 37)2026/07/20116554.5%
fuuchanakira (Rank 33)2026/05/23127558.3%
TKS_5150 (Rank 32)2026/05/23129375.0%
デネ (Rank 39)2026/05/18116554.5%

Round openings

Lion

Career
5,036–5,117 · 49.6%
This season
1,245 matches · 49.2%
Peak rank
38

First hit in 52.4% of 4,879 rounds. Won 53.0% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 59.4% of rounds, against 8.7% in their other rounds.
  • Against Sarah: backs off first in 33.2% of rounds, against 15.8% against everyone else.
  • After opening the round before by evading: evades first in 36.2% of rounds, against 15.4% after anything else.
  • After losing a round: backs off first in 19.7% of rounds, against 14.4% after winning one.
  • When ahead: moves in first in 44.3% of rounds, against 39.7% when level or behind.
  • Against a Shun on 1+ drinks: moves in first in 73.6% of rounds, against 27.1% against a Shun on other counts.
  • In round 1: opens with “46P+K Ukoushin into P+K Souji Senpu” in 34.8% of rounds, against 2.1% in their other rounds.
  • Against El Blaze: opens with “backdash into 4K Sentai” in 19.8% of rounds, against 4.7% against everyone else.
  • After opening the round before with “crouch dash forward into G guard”: opens with “crouch dash forward into G guard” in 14.8% of rounds, against 6.0% after anything else.
  • After losing a round: opens with “46P+K Ukoushin into P+K Souji Senpu” in 3.2% of rounds, against 0.9% after winning one.
  • When behind: opens with “backdash into 4K Sentai” in 6.6% of rounds, against 4.0% when ahead or level.

How is this tested?

Ukoushin46P+K into Souji SenpuP+K50110.2%
backdash into Sentai4K2475.0%
crouch dash forward into guardG2455.0%
crouch dash forward into Sen'inshou3P2214.5%
crouch dash forward into Katousui2P2084.2%
crouch dash forward into punchP1563.2%
crouch into Sen'inshou3P1483.0%
evade down into forward dash1412.9%
backdash into Tanhikyaku46K1382.8%
evade down into Katousui2P1362.8%
crouch dash forward into Banchu6P1312.7%
crouch dash forward into Senkyutai1K1042.1%
crouch into Katousui2P961.9%
crouch dash forward into throw escape831.7%
evade down into Senshippo66P811.6%

319 further openings account for the other 2,279 rounds.

Counted from 1,216 of the 1,245 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
Jacky37–36 · 51%17–19 · 47%+1.9
Kage25–50 · 33%17–18 · 49%-16.4
Akira41–29 · 59%14–12 · 54%too few to test
Jean30–23 · 57%18–16 · 53%+4.3
Sarah23–34 · 40%10–10 · 50%too few to test
Aoi18–24 · 43%10–15 · 40%too few to test
Lau17–28 · 38%17–11 · 61%too few to test
Vanessa17–17 · 50%15–16 · 48%+1.0
Goh17–19 · 47%6–8 · 43%too few to test
Wolf20–17 · 54%9–6 · 60%too few to test
Jeffry16–19 · 46%11–5 · 69%too few to test
Shun12–8 · 60%12–11 · 52%too few to test
Pai10–12 · 45%12–11 · 52%too few to test
Lion15–14 · 52%4–6 · 40%too few to test
Lei Fei14–12 · 54%10–4 · 71%too few to test
Brad10–10 · 50%5–5 · 50%too few to test
Eileen14–11 · 56%2–3 · 40%too few to test
El Blaze3–14 · 18%5–4 · 56%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

29 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 (17 here; about 0.9 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: 11 of 17 tests hold up