VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lion

a_lee404

  • Jacky
Career matches323
Career win rate65.0%
Round win rate48.3%
Peak rank28
Distinct opponents21
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1368 Not ranked yet: the list needs 50 matches. See 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

Lion2831720711065.3%
Jacky2163350.0%

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

178 of 178 rounds counted

5.9 inputs a second (354 a minute) this season. Faster than 16% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion5.9354157
Jacky6.035821

By opponent's character

Akira6.035837
Wolf5.734129
Lion6.136526
Pai6.639817
Sarah5.734118
Jacky5.935612
Jeffry6.035813
Taka5.53288
Vanessa5.83459
El Blaze5.03025
Shun5.83464

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

Akira95455.6%+13.6
Wolf84450.0%+9.9
Lion62433.3%-8.3
Pai550100.0%+63.7
Sarah4040.0%-54.4
Jacky31233.3%-3.4
Jeffry32166.7%+22.6
Taka2020.0%-54.8
Vanessa2020.0%-33.4
El Blaze1010.0%-62.0
Shun1010.0%-29.1

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

Octagon72528.6%-17.6
Half Fence64266.7%+29.8
Rectangle64266.7%+21.5
Single Wall62433.3%-12.8
Breakable Full Fence41325.0%-17.0
Breakable Half Fence43175.0%+31.4
Low Fence41325.0%-15.5
Open4040.0%-51.1
Full Fence32166.7%+33.7

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
Walls3053.3%43.0%+10.3
No walls1421.4%43.5%-22.0

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

orz (Rank 29)2026/10/0752340.0%
be-shedded (Rank 30)2026/09/1341325.0%
kouchant0051 (Rank 21)2026/09/1251420.0%
okb@j>おーけーびー (Rank 29)2026/09/1231233.3%
oichanJP (Rank 27)2026/09/031010.0%
nasumiso (Rank 28)2026/09/02110100.0%
kimxxxtt (Rank 23)2026/09/02220100.0%
Rosagigantea (Rank 26)2026/08/26330100.0%
ダッシュハンマー (Rank 27)2026/08/041010.0%
HaseMasa (Rank 24)2026/08/041010.0%
あずぱら (Rank 25)2026/08/032020.0%
アベル (Rank 30)2026/08/031010.0%
Light (Rank 29)2026/08/021010.0%
CELIS (Rank 27)2026/07/291010.0%
M&E (Rank 25)2026/07/2532166.7%
夢精帝国連盟団長 (Rank 27)2026/07/251010.0%
imhanzo (Rank 26)2026/07/2432166.7%
erinnx.0510 (Rank 25)2026/07/242020.0%
unknown (Rank 24)2026/07/23110100.0%
ちゃんさき (Rank 22)2026/07/13220100.0%
T-J-J (Rank 23)2026/07/13110100.0%

Round openings

Every character

backdash into Shicchi Soutai3K+G148.3%
Dantai3K127.1%
Juchou Senshou8P+K105.9%
Juchou Senshou8P+K into Souji SenpuP+K105.9%
Taizan Soukoushu4P+K84.7%
backdash into evade down84.7%
backdash into Touku Rigou Bantaitetsu46K+G74.1%
Tourou Teihozen (Deflect)4P+K+G into crouch63.5%
backdash into backward movement63.5%
Slide Shuffle (Deflect)4P+K+G into Beat KnuckleP+K53.0%
Dantai3K into kickK42.4%
Koushutai44K into Sentai4K42.4%
Shicchi Soutai3K+G into KouhaitaiK+G42.4%
Attai2K into Zensoutai2KK31.8%
Dantai3K into Attai2K31.8%

52 further openings account for the other 65 rounds.

Counted from 42 of the 44 matches played. The rest were not pulled for openings.

Lion

Career
207–110 · 65.3%
This season
39 matches · 46.1%
Peak rank
28

First hit in 49.7% of 147 rounds. Won 48.0% of the rounds they struck first, 52.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Shicchi Soutai3K+G149.5%
Dantai3K128.1%
Juchou Senshou8P+K106.8%
Juchou Senshou8P+K into Souji SenpuP+K106.8%
Taizan Soukoushu4P+K85.4%
backdash into evade down85.4%
backdash into Touku Rigou Bantaitetsu46K+G74.7%
Tourou Teihozen (Deflect)4P+K+G into crouch64.0%
backdash into backward movement53.4%
Dantai3K into kickK42.7%
Koushutai44K into Sentai4K42.7%
Shicchi Soutai3K+G into KouhaitaiK+G42.7%
Attai2K into Zensoutai2KK32.0%
Dantai3K into Attai2K32.0%
Tourou Teihozen (Deflect)4P+K+G32.0%

39 further openings account for the other 47 rounds.

Counted from 37 of the 39 matches played. The rest were not pulled for openings.

Jacky

Career
3–3 · 50.0%
This season
5 matches · 20.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Slide Shuffle (Deflect)4P+K+G into Beat KnuckleP+K523.8%
Low Spin Kick1K+G into Spinning KickK+G29.5%
Beat KnuckleP+K14.8%
Dragon Combination 21P+KP into Dragon Combination 31P+KPP14.8%
Low Spin Kick1K+G into Lightning Kick 12K+G14.8%
Middle Smash6P14.8%
Slide Shuffle (Deflect)4P+K+G into punchP14.8%
Spinning KickK+G14.8%
Switch StepP+K+G into Beat KnuckleP+K14.8%
backdash14.8%
backdash into Long Stride Back Knuckle4P+K14.8%
backdash into backward movement14.8%
backward movement into Groin Kick6K+G14.8%
evade up into Chopping Blow2P+K14.8%
evade up into backdash14.8%

1 further openings account for the other 1 rounds.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Lion: not tested (too few rounds)
  • Jacky: not tested (too few rounds)