VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Lion

pri3_jpn

  • Sarah
Career matches11,418
Career win rate46.1%
Round win rate51.2%
Peak rank28
Distinct opponents321
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1425 #2,501 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

Lion289,6274,4075,22045.8%
Sarah251,77785492348.1%
Jacky—148657.1%

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

2,823 of 3,804 rounds counted

6.8 inputs a second (406 a minute) this season. Faster than 39% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion6.84072,104
Sarah6.7404719

By opponent's character

Akira6.8410404
Aoi6.4385400
Lion7.1424206
Pai6.7401227
Sarah7.0423200
Jacky6.7401221
Wolf6.6397145
Jeffry6.8411127
Goh6.7401124
Lau7.2433107
Kage6.7401111
Shun7.0421115
El Blaze6.5392107
Jean6.740493
Eileen6.740461
Vanessa7.142643
Lei Fei6.941349
Brad7.444644
Taka6.539239

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

Akira154797551.3%-5.6
Aoi130854565.4%+10.4
Lion81423951.9%+1.1
Pai70363451.4%-3.9
Sarah64273742.2%-7.2
Jacky63313249.2%-0.5
Wolf56223439.3%-13.9
Jeffry50302060.0%+6.1
Goh40211952.5%-2.1
Lau37231462.2%+15.1
Kage34211361.8%+1.4
Shun34221264.7%+10.8
El Blaze33191457.6%+5.9
Jean2381534.8%-21.4
Eileen1871138.9%-7.4
Vanessa169756.2%+3.1
Lei Fei156940.0%-8.7
Brad117463.6%+18.5
Taka117463.6%+6.7

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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

Full Fence108545450.0%-2.8
Half Fence104594556.7%+3.0
Breakable Full Fence101505149.5%-6.1
Breakable Half Fence101594258.4%+5.1
Rectangle97623563.9%+10.5
Octagon95415443.2%-8.2
Single Wall84444052.4%-1.0
Low Fence79374246.8%-6.5
Open72373551.4%-3.5
Full Fence and Open50292158.0%+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
Walls60653.6%53.4%+0.2
No walls23550.2%53.5%-3.3

Walls against open: +3.5 points (95% range -4.6 to +11.6), p 0.393 — 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

NEKOz (Rank 26)2026/10/152416866.7%
MaxMuncy (Rank 27)2026/10/1523101343.5%
Garuyan (Rank 30)2026/10/15128466.7%
UNIQ (Rank 24)2026/10/1386275.0%
要你命3000 (Rank 26)2026/10/13148657.1%
こうちゃん(`ー´)SRGM (Rank 28)2026/10/1384450.0%
ma.ya2013 (Rank 25)2026/10/1396366.7%
nekota (Rank 24)2026/10/11108280.0%
fazz00r (Rank 27)2026/10/062013765.0%
しろ☆おび。@のびしろF (Rank 26)2026/10/0493633.3%
スタンプジャンパー (Rank 23)2026/10/0297277.8%
ぽん (Rank 27)2026/10/02123925.0%
omuretukun (Rank 23)2026/09/291513286.7%
dalmax72 (Rank 24)2026/09/272113861.9%
manekinecogames (Rank 23)2026/09/27117463.6%
yasai (Rank 23)2026/09/23159660.0%
kowalski (Rank 24)2026/09/17102820.0%
委員ちょ (Rank 21)2026/09/151816288.9%
三輪ですが@SRGM (Rank 24)2026/09/0785362.5%
chimichama (Rank 21)2026/09/02107370.0%
GWO (Rank 26)2026/08/3194544.4%
たわばTAWABA (Rank 27)2026/08/28112918.2%
失礼!スマッシュ☆彡 (Rank 28)2026/08/2683537.5%
37 (Rank 27)2026/07/25115645.5%
threedaysgrace (Rank 21)2026/05/1198188.9%

Round openings

Every character

guardG3339.4%
forward movement into punchP2276.4%
evade down into guardG1825.1%
Stiletto66K922.6%
evade down into punchP752.1%
evade down742.1%
Senshippo66P641.8%
forward movement into Koushu RensuiPP641.8%
Shicchi Soutai3K+G611.7%
evade down into Rakugekishou3PP551.6%
Leg Slicer2K+G471.3%
forward dash into evade down471.3%
guardG into evade down461.3%
Attai2K into Tousentai2KK+G451.3%
Juchou Senshou8P+K431.2%

487 further openings account for the other 2,086 rounds.

Counted from 873 of the 940 matches played. The rest were not pulled for openings.

Lion

Career
4,407–5,220 · 45.8%
This season
691 matches · 55.0%
Peak rank
28

First hit in 51.3% of 2,563 rounds. Won 55.6% of the rounds they struck first, 48.7% of the rounds they were struck first.

Significant Tells

  • In round 2: evades first in 25.1% of rounds, against 19.9% in their other rounds.
  • Against Jacky: waits first in 29.3% of rounds, against 18.2% against everyone else.
  • After opening the round before by backing off: backs off first in 31.1% of rounds, against 10.6% after anything else.
  • After losing a round: evades first in 24.4% of rounds, against 16.6% after winning one.
  • When behind: evades first in 24.5% of rounds, against 18.4% when ahead or level.
  • In round 1: opens with “forward movement into PP Koushu Rensui” in 4.1% of rounds, against 2.0% in their other rounds.
  • Against Akira: opens with “forward movement into P punch” in 12.6% of rounds, against 7.2% against everyone else.
  • After losing a round: opens with “evade down into G guard” in 7.1% of rounds, against 2.8% after winning one.

How is this tested?

guardG2419.4%
forward movement into punchP2078.1%
evade down into guardG1315.1%
Senshippo66P642.5%
forward movement into Koushu RensuiPP642.5%
Shicchi Soutai3K+G612.4%
evade down into punchP592.3%
evade down into Rakugekishou3PP552.1%
evade down471.8%
Attai2K into Tousentai2KK+G451.8%
Juchou Senshou8P+K431.7%
Touku Gekishou9P401.6%
forward dash into evade down291.1%
guardG into evade down291.1%
crouch into Shicchi Soutai3K+G281.1%

325 further openings account for the other 1,429 rounds.

Counted from 629 of the 691 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
Akira37–34 · 52%13–8 · 62%too few to test
Aoi35–15 · 70%21–10 · 68%+8.0
Jacky12–16 · 43%7–5 · 58%too few to test
Lion16–15 · 52%5–5 · 50%too few to test
Pai16–15 · 52%7–8 · 47%too few to test
Sarah12–16 · 43%7–3 · 70%too few to test
Jeffry15–10 · 60%3–6 · 33%too few to test
Wolf12–12 · 50%3–8 · 27%too few to test
Lau13–9 · 59%3–1 · 75%too few to test
Goh11–7 · 61%3–5 · 38%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.

62 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?

Sarah

Career
854–923 · 48.1%
This season
249 matches · 49.0%
Peak rank
25

First hit in 52.9% of 953 rounds. Won 51.4% of the rounds they struck first, 45.9% of the rounds they were struck first.

Significant Tells

  • After opening the round before by moving in: moves in first in 36.9% of rounds, against 10.9% after anything else.
  • Against Aoi: opens with “2K+G Leg Slicer” in 10.5% of rounds, against 4.0% against everyone else.

How is this tested?

Stiletto66K929.5%
guardG929.5%
evade down into guardG515.3%
Leg Slicer2K+G474.8%
evade down272.8%
evade down into Leg Slicer2K+G202.1%
forward movement into punchP202.1%
evade down into Quick Knee and Toe Kick6KK192.0%
forward dash into evade down181.9%
guardG into evade down171.8%
backdash into evade down161.6%
evade down into crouch161.6%
evade down into punchP161.6%
forward movement into evade down161.6%
backward movement into evade down151.6%

193 further openings account for the other 487 rounds.

Counted from 244 of the 249 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Sarah

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira15–14 · 52%3–8 · 27%too few to test
Aoi12–5 · 71%3–5 · 38%too few to test
Lion7–7 · 50%3–2 · 60%too few to test
Sarah2–6 · 25%3–6 · 33%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.

5 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 (31 here; about 1.6 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: 8 of 16 tests hold up
  • Sarah: 2 of 15 tests hold up