VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

Jason_Elbow

  • El Blaze
  • Dural
  • Goh
  • Wolf
  • Taka
Career matches7,869
Career win rate67.2%
Round win rate57.5%
Peak rank43
Distinct opponents159
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1857 #223 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

Lion434,9513,4031,54868.7%
El Blaze412,2731,46281164.3%
Goh352751769964.0%
Dural341801116961.7%
Wolf351751334276.0%
Taka33157846.7%

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

5,748 of 7,057 rounds counted

6.9 inputs a second (412 a minute) this season. Faster than 42% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.14253,208
El Blaze6.74001,637
Dural6.5393402
Goh6.6398358
Wolf6.3378116
Taka6.035927

By opponent's character

Lion7.3439834
Vanessa7.2431497
Pai7.1428384
Akira6.9414398
Sarah6.6397322
Shun6.4385403
El Blaze6.8408376
Brad7.0417383
Jacky6.8407406
Dural6.8411336
Wolf6.8406171
Lei Fei6.8410252
Goh6.5390286
Aoi6.6393157
Jean6.8408155
Kage6.4386106
Taka6.6398125
Lau6.941679
Jeffry6.740050
Eileen6.337728

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

Lion21510111447.0%-7.6
Vanessa167957256.9%+1.7
Pai1531094471.2%+7.6
Akira1421004270.4%+1.8
Sarah134894566.4%+4.1
Shun111664559.5%+1.8
El Blaze110733766.4%+9.0
Brad109793072.5%-2.9
Jacky109456441.3%-13.7
Dural82443853.7%-4.2
Wolf80483260.0%-4.8
Lei Fei75373849.3%-16.2
Goh74532171.6%+0.1
Aoi53411277.4%+9.6
Jean46341273.9%+4.2
Kage42321076.2%+9.2
Taka41311075.6%+6.6
Lau2415962.5%+12.2
Jeffry1713476.5%+3.3
Eileen76185.7%+20.8

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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

Breakable Full Fence2131387564.8%+3.2
Open2011267562.7%-1.3
Low Fence1891216864.0%-1.7
Breakable Half Fence1841117360.3%+2.1
Full Fence1771166165.5%+7.4
Rectangle1711026959.6%-2.6
Octagon170977357.1%-3.4
Half Fence160976360.6%-3.9
Single Wall150955563.3%-0.8
Full Fence and Open92533957.6%-3.6

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
Walls1,07561.5%60.9%+0.6
No walls54063.3%64.5%-1.2

Walls against open: +1.7 points (95% range -3.4 to +6.8), p 0.503 — 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

無謀 (Rank 36)2026/10/1833191457.6%
Denkai (Rank 43)2026/10/1896247225.0%
BLACKSTAR (Rank 35)2026/10/17103594457.3%
DEExTHAxGEE (Rank 41)2026/10/1582404248.8%
brucethebeast (Rank 34)2026/10/1542291369.0%
TerryIrvin (Rank 36)2026/10/152720774.1%
ItsameBS (Rank 35)2026/10/151711664.7%
y2d (Rank 43)2026/10/1245133228.9%
RentalAnimator (Rank 42)2026/10/111918210942.9%
I'monlysleeping (Rank 35)2026/10/111910952.6%
n.fang (Rank 40)2026/10/1066363054.5%
BLACKALERT!!! (Rank 43)2026/10/10138706850.7%
VFNumbers (Rank 42)2026/10/0340251562.5%
JoeWoahTho (Rank 39)2026/10/0333211263.6%
ChilePiquín (Rank 37)2026/10/021714382.3%
seedash (Rank 34)2026/09/2864481675.0%
Ant0 (Rank 38)2026/09/272319482.6%
DUCKSEASON (Rank 37)2026/09/0832161650.0%
LethalLegendK (Rank 31)2026/09/072013765.0%
RushdownTurtle(RDT) (Rank 37)2026/09/051915479.0%
daRockReaper (Rank 38)2026/09/021412285.7%
Da-Goat-Pawn (Rank 32)2026/08/301510566.7%
iKillYouXChicken (Rank 38)2026/08/2124121250.0%
Pudding (Rank 41)2026/08/1960342656.7%
YURAYURATEISHOKU (Rank 41)2026/05/0751312060.8%

Round openings

Every character

Taizan Soukoushu4P+K2974.8%
forward movement into punchP2173.5%
Banchu6P into Banchu Renkanshu6PP2113.4%
backdash into Sentai4K1472.4%
backdash into Kishitsu Kasensou43P1322.1%
Sentai4K into Sentai Shumen4KP1262.0%
evade up1232.0%
backdash into backward movement1171.9%
backdash into evade up1141.8%
Juchou Senshou8P+K into forward dash1111.8%
throw escape1051.7%
backdash into Darkness Sword43K+G951.5%
Backswing Rocket1P+K into forward movement911.5%
Senkyutai1K into kickK851.4%
evade up into crouch dash forward781.3%

752 further openings account for the other 4,150 rounds.

Counted from 1,572 of the 1,791 matches played. The rest were not pulled for openings.

Lion

Career
3,403–1,548 · 68.7%
This season
1,024 matches · 62.9%
Peak rank
43

First hit in 49.1% of 3,451 rounds. Won 62.2% of the rounds they struck first, 54.6% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 30.0% of rounds, against 21.8% in their other rounds.
  • Against Shun: evades first in 36.6% of rounds, against 13.9% against everyone else.
  • After opening the round before by evading: evades first in 22.2% of rounds, against 13.7% after anything else.
  • After winning a round: backs off first in 26.6% of rounds, against 15.3% after losing one.
  • When behind: evades first in 19.7% of rounds, against 12.3% when ahead or level.
  • In round 2: opens with “4P+K Taizan Soukoushu” in 10.6% of rounds, against 7.8% in their other rounds.
  • Against Akira: opens with “backdash into 4K Sentai” in 12.6% of rounds, against 3.5% against everyone else.
  • After opening the round before with “6P Banchu into 6PP Banchu Renkanshu”: opens with “backdash into 4K Sentai” in 7.8% of rounds, against 3.7% after anything else.
  • After winning a round: opens with “4P+K Taizan Soukoushu” in 11.3% of rounds, against 4.5% after losing one.
  • When ahead: opens with “4P+K Taizan Soukoushu” in 11.2% of rounds, against 6.2% when level or behind.

How is this tested?

Taizan Soukoushu4P+K2978.5%
Banchu6P into Banchu Renkanshu6PP2116.0%
backdash into Sentai4K1474.2%
backdash into Kishitsu Kasensou43P1323.8%
Sentai4K into Sentai Shumen4KP1263.6%
forward movement into punchP1253.6%
Juchou Senshou8P+K into forward dash1113.2%
backdash into evade up902.6%
Senkyutai1K into kickK852.4%
throw escape812.3%
Dantai3K732.1%
forward movement into RensuitaiPK702.0%
evade up611.8%
backward movement into Banchu6P591.7%
evade up into crouch dash forward541.6%

314 further openings account for the other 1,765 rounds.

Counted from 876 of the 1,024 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
Lion39–35 · 53%26–31 · 46%too few to test
Pai45–14 · 76%24–10 · 71%too few to test
Vanessa32–19 · 63%20–9 · 69%too few to test
Akira25–10 · 71%16–6 · 73%too few to test
Sarah21–11 · 66%11–3 · 79%too few to test
Jacky12–25 · 32%9–6 · 60%too few to test
El Blaze19–6 · 76%13–8 · 62%too few to test
Lei Fei6–14 · 30%9–8 · 53%too few to test
Brad18–4 · 82%9–3 · 75%too few to test
Goh21–4 · 84%6–1 · 86%too few to test
Shun11–7 · 61%5–2 · 71%too few to test
Dural13–6 · 68%8–4 · 67%too few to test
Jean9–5 · 64%9–4 · 69%too few to test
Wolf8–11 · 42%0–0 · —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.

148 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?

El Blaze

Career
1,462–811 · 64.3%
This season
542 matches · 61.4%
Peak rank
41

First hit in 47.8% of 1,794 rounds. Won 60.7% of the rounds they struck first, 55.5% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 28.5% of rounds, against 20.0% in their other rounds.
  • Against Shun: attacks straight away in 58.2% of rounds, against 37.1% against everyone else.
  • After opening the round before by moving in: moves in first in 37.6% of rounds, against 27.9% after anything else.
  • After losing a round: moves in first in 39.5% of rounds, against 23.6% after winning one.
  • When ahead: backs off first in 25.1% of rounds, against 14.7% when level or behind.
  • In round 3: opens with “9P+K Demon Dance into 9P+KK Demon's Tail” in 6.2% of rounds, against 3.5% in their other rounds.
  • Against Pai: opens with “1P+K Backswing Rocket into forward movement” in 15.2% of rounds, against 4.6% against everyone else.
  • After winning a round: opens with “backdash into 43K+G Darkness Sword” in 7.2% of rounds, against 1.7% after losing one.
  • When ahead: opens with “backdash into 43K+G Darkness Sword” in 7.7% of rounds, against 2.2% when level or behind.

How is this tested?

backdash into Darkness Sword43K+G955.2%
Backswing Rocket1P+K into forward movement915.0%
forward movement into punchP784.3%
Demon Dance9P+K into Demon's Tail9P+KK764.2%
Volcano Upper4P+K683.8%
forward movement into High Spin KickK+G603.3%
backward movement into Shadow Strike6P543.0%
Fake Roll41236P into VenusP512.8%
Volcano Upper4P+K into crouch492.7%
forward dash into Volcano Knee6K+G462.5%
backdash into backward movement452.5%
Back Knuckle4P into Shadow Spin Kick4PK432.4%
backward movement into Straight6P+K402.2%
forward movement into Jab~High KickPK362.0%
crouch dash forward into Straight6P+K341.9%

243 further openings account for the other 943 rounds.

Counted from 471 of the 542 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as El Blaze

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira14–10 · 58%16–6 · 73%too few to test
Brad23–12 · 66%11–2 · 85%too few to test
Sarah22–7 · 76%4–7 · 36%too few to test
Vanessa12–13 · 48%5–12 · 29%too few to test
Wolf9–5 · 64%12–7 · 63%too few to test
El Blaze18–10 · 64%2–0 · 100%too few to test
Jacky10–14 · 42%1–5 · 17%too few to test
Lion11–14 · 44%0–2 · 0%too few to test
Dural10–12 · 45%0–4 · 0%too few to test
Shun14–0 · 100%6–1 · 86%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.

71 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?

Dural

Career
111–69 · 61.7%
This season
101 matches · 60.4%
Peak rank
34

First hit in 38.9% of 401 rounds. Won 58.3% of the rounds they struck first, 55.9% of the rounds they were struck first.

Significant Tells

  • After opening the round before by moving in: moves in first in 33.3% of rounds, against 15.2% after anything else.

How is this tested?

backdash into backward movement235.7%
back, down-back, down, down-forward, forward punch+kick41236P+K215.2%
evade up174.2%
Spine Whip4P into Lumpini Combination4PK164.0%
crouch into down kick+guard2K+G164.0%
Dash Hammer Kick66K123.0%
Rising Elbow6P into Double Joint Butt6PK92.2%
Dragon Smash Cannon1K71.7%
Nakageri3K into Nagiharai3KP71.7%
Slant Back Knuckle1P71.7%
Stop Kick4K into forward dash71.7%
backward movement into Rising Elbow6P71.7%
evade up into Lumpini Combination4PK71.7%
forward dash into Knee Kick6K71.7%
Rising Elbow6P61.5%

129 further openings account for the other 233 rounds.

Goh

Career
176–99 · 64.0%
This season
87 matches · 60.9%
Peak rank
35

First hit in 45.9% of 357 rounds. Won 61.0% of the rounds they struck first, 47.7% of the rounds they were struck first.

Significant Tells

  • Against Akira: attacks straight away in 45.1% of rounds, against 25.4% against everyone else.

How is this tested?

backdash into Raijinsatsu6K+G236.4%
backward movement into Hiji'ate6P164.5%
crouch into Kirin33P143.9%
Garyu66K123.4%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G123.4%
Raijinsatsu6K+G123.4%
evade up into crouch dash forward123.4%
Kurogane Kudaki66P113.1%
evade up into Kirin33P102.8%
Hiji'ate6P92.5%
evade up92.5%
evade up into forward dash92.5%
forward dash into throwP+G92.5%
backdash into Soukyu46P82.2%
forward movement into punchP82.2%

91 further openings account for the other 184 rounds.

Wolf

Career
133–42 · 76.0%
This season
30 matches · 63.3%
Peak rank
35

First hit in 47.4% of 116 rounds. Won 70.9% of the rounds they struck first, 49.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Elbow Butt4P1412.1%
backdash into Short Shoulder46P+K1311.2%
forward dash into Low Drop Kick62K86.9%
Low Drop Kick62K65.2%
backdash into Elbow Butt4P65.2%
Elbow Butt4P into punchP54.3%
forward movement into Low Smash2K43.5%
Elbow Butt4P32.6%
Heavy Middle Kick3K+G32.6%
Quick Shoulder66P+K into forward dash32.6%
backdash into Heavy Middle Kick3K+G32.6%
backdash into guardG32.6%
evade up into Savate4K32.6%
forward dash into Screw Lariat63214PP32.6%
Knee Lift6K into backward movement21.7%

33 further openings account for the other 37 rounds.

Taka

Career
7–8 · 46.7%
This season
7 matches · 14.3%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'ate6P27.4%
backdash into Mawashi Harite44P27.4%
backward movement into Hiji'ate6P27.4%
evade up27.4%
throw escape27.4%
Ao'oni Midaremage214P+K13.7%
Chu Tsuppari6P+K13.7%
Enmamidashi41236P+K13.7%
Gozougeri4K into Gozou Kehataki4KP13.7%
Kirikabu Kudaki1P+K13.7%
Kirikabu Kudaki1P+K into evade down13.7%
backdash into Dohyouwari43P13.7%
backdash into Gozou Kehataki4KP13.7%
backdash into Kirikabu Kudaki1P+K13.7%
backdash into throw escape13.7%

7 further openings account for the other 7 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 (52 here; about 2.6 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: 10 of 17 tests hold up
  • El Blaze: 9 of 15 tests hold up
  • Dural: 1 of 9 tests hold up
  • Goh: 1 of 11 tests hold up
  • Wolf: not tested (too few rounds)
  • Taka: not tested (too few rounds)