VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

。。。。。。

  • Lei Fei
  • Jacky
  • Akira
Career matches4,546
Career win rate54.5%
Round win rate50.4%
Peak rank40
Distinct opponents304
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1670 #946 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

Lion402,1541,17498054.5%
Lei Fei381,9321,03290053.4%
Jacky3336821315557.9%
Akira2992613166.3%

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

3,073 of 3,831 rounds counted

8.0 inputs a second (478 a minute) this season. Faster than 70% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion8.24891,301
Lei Fei7.74631,371
Jacky8.1486319
Akira8.450482

By opponent's character

Akira8.2493336
Jacky7.9473313
Wolf8.1487257
Jean7.9474199
Sarah7.7464214
Goh7.9473181
Lau8.1485184
Vanessa7.7463175
Kage7.7463147
Jeffry7.9472115
Brad7.7463152
Lion8.2495168
Shun8.2494141
Pai8.1486122
Aoi8.0479124
El Blaze7.8467102
Lei Fei8.148471
Eileen7.846836
Taka7.645732
Dural7.24354

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

Akira105604557.1%+12.6
Jacky96524454.2%+1.3
Wolf79413851.9%-0.4
Jean64303446.9%-6.1
Sarah58273146.5%-5.0
Goh56342260.7%+9.3
Lau53262749.1%+2.8
Vanessa52193336.5%-9.6
Kage51213041.2%-6.3
Jeffry49193038.8%-10.7
Brad45222348.9%-2.9
Lion45261957.8%+6.5
Shun44152934.1%-16.4
Pai40241660.0%+10.9
Aoi35171848.6%+1.0
El Blaze35191654.3%+5.3
Lei Fei1811761.1%+10.7
Eileen116554.5%+3.6
Taka102820.0%-26.2
Dural1010.0%-45.6

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

Rectangle110555550.0%-0.5
Half Fence105475844.8%-5.1
Single Wall101505149.5%+0.5
Breakable Half Fence100544654.0%+3.6
Full Fence100514951.0%+1.6
Open92514155.4%+7.6
Octagon85434250.6%-0.3
Breakable Full Fence84345040.5%-9.7
Low Fence79374246.8%-2.9
Full Fence and Open40231757.5%+7.5

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
Walls58448.6%50.0%-1.4
No walls27250.7%49.0%+1.7

Walls against open: -3.1 points (95% range -10.4 to +4.2), p 0.400 — 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

LEO (Rank 37)2026/10/18105550.0%
ジャキる。 (Rank 34)2026/10/1683537.5%
a.k.aとりてん (Rank 39)2026/10/1372528.6%
かべごん (Rank 38)2026/10/11113827.3%
たたみん♪ (Rank 39)2026/10/11103730.0%
expensive-sand (Rank 37)2026/10/09134930.8%
村長~災禍の中心~ (Rank 39)2026/10/0773442.9%
らうらう (Rank 37)2026/10/05104640.0%
manatsu_7 (Rank 41)2026/10/04103730.0%
みんみんさん (Rank 36)2026/10/0476185.7%
くりたろう (Rank 40)2026/09/26148657.1%
cyomiko (Rank 42)2026/09/14123925.0%
Aki (Rank 42)2026/09/0973442.9%
ハッチンパモス (Rank 41)2026/09/0884450.0%
lapislazuli (Rank 37)2026/09/071881044.4%
俺様バーンズ (Rank 37)2026/09/0673442.9%
ENGLID (Rank 37)2026/08/31105550.0%
ひかる (Rank 39)2026/08/2183537.5%
空き缶。 (Rank 40)2026/08/2176185.7%
モブ太郎 (Rank 42)2026/08/04114736.4%
∈挙動不審∋ (Rank 33)2026/07/09117463.6%
KA-GO (Rank 39)2026/07/0474357.1%
★闘将拉麵男★ (Rank 39)2026/06/30770100.0%
いえす (Rank 40)2026/06/1875271.4%
うるヲ参拾 (Rank 38)2026/06/0474357.1%

Round openings

Every character

forward movement into punchP37411.1%
backdash into offensive move2587.6%
crouch into Katousui2P2477.3%
crouch into Fukusoushou2P1705.0%
Sayu ShoukenPP into Renkan MahosuiPPP1614.8%
backdash into Senshippo66P1384.1%
backdash into Shicchi Soutai3K+G1213.6%
backdash into evade up1123.3%
SokutankyakuK+G into Shishi DaichoukouK+GP962.8%
guardG into throw escape962.8%
throw escape852.5%
backdash into throwP+G762.2%
forward movement into Koushu RensuiPP722.1%
crouch into Shicchi Soutai3K+G651.9%
backdash into Dantai561.6%

317 further openings account for the other 1,258 rounds.

Counted from 834 of the 947 matches played. The rest were not pulled for openings.

Lion

Career
1,174–980 · 54.5%
This season
433 matches · 47.6%
Peak rank
40

First hit in 60.3% of 1,637 rounds. Won 52.3% of the rounds they struck first, 44.5% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 41.9% of rounds, against 34.2% in their other rounds.
  • Against Shun: waits first in 40.3% of rounds, against 24.5% against everyone else.
  • After opening the round before by moving in: backs off first in 50.8% of rounds, against 34.4% after anything else.
  • After losing a round: moves in first in 31.7% of rounds, against 23.1% after winning one.
  • When behind: moves in first in 33.2% of rounds, against 24.4% when ahead or level.
  • In round 2: opens with “backdash into 66P Senshippo” in 15.0% of rounds, against 6.2% in their other rounds.
  • Against Shun: opens with “crouch into 2P Katousui” in 26.4% of rounds, against 13.9% against everyone else.
  • After opening the round before with “forward movement into P punch”: opens with “backdash into 66P Senshippo” in 16.5% of rounds, against 7.6% after anything else.
  • After losing a round: opens with “forward movement into P punch” in 22.6% of rounds, against 15.9% after winning one.
  • When behind: opens with “forward movement into PP Koushu Rensui” in 6.3% of rounds, against 3.0% when ahead or level.

How is this tested?

forward movement into punchP32219.4%
crouch into Katousui2P24714.9%
backdash into Senshippo66P1388.3%
backdash into Shicchi Soutai3K+G1217.3%
forward movement into Koushu RensuiPP724.3%
crouch into Shicchi Soutai3K+G653.9%
backdash into evade up573.4%
guardG into throw escape503.0%
forward movement into Renkan SenshouPPP392.4%
backdash into Dantai3K342.0%
throw escape311.9%
backdash into Taizan Soukoushu4P+K301.8%
backdash into guardG271.6%
backdash into Banchu Renkanshu6PP201.2%
backdash into Touku Rigou Bantaitetsu46K+G201.2%

140 further openings account for the other 383 rounds.

Counted from 408 of the 433 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
Akira13–10 · 57%11–6 · 65%too few to test
Wolf11–18 · 38%8–0 · 100%too few to test
Jacky12–11 · 52%3–5 · 38%too few to test
Shun6–16 · 27%3–4 · 43%too few to test
Vanessa9–11 · 45%0–4 · 0%too few to test
Goh13–10 · 57%2–3 · 40%too few to test
Lau8–9 · 47%4–4 · 50%too few to test
Kage5–10 · 33%4–4 · 50%too few to test
Jeffry5–10 · 33%2–6 · 25%too few to test
Sarah7–10 · 41%3–0 · 100%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.

25 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?

Lei Fei

Career
1,032–900 · 53.4%
This season
417 matches · 50.8%
Peak rank
38

First hit in 56.4% of 1,492 rounds. Won 55.0% of the rounds they struck first, 47.1% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 39.4% of rounds, against 30.5% in their other rounds.
  • Against Sarah: backs off first in 65.8% of rounds, against 43.4% against everyone else.
  • After losing a round: moves in first in 6.0% of rounds, against 0.7% after winning one.
  • When behind: moves in first in 6.5% of rounds, against 1.5% when ahead or level.
  • In round 1: opens with “PP Sayu Shouken into PPP Renkan Mahosui” in 13.9% of rounds, against 9.6% in their other rounds.
  • Against Kage: opens with “crouch into 2P Fukusoushou” in 20.9% of rounds, against 10.6% against everyone else.
  • After opening the round before with “backdash into offensive move”: opens with “PP Sayu Shouken into PPP Renkan Mahosui” in 17.6% of rounds, against 7.9% after anything else.
  • After losing a round: opens with “crouch into 2P Fukusoushou” in 15.2% of rounds, against 9.3% after winning one.
  • When behind: opens with “crouch into 2P Fukusoushou” in 15.8% of rounds, against 10.2% when ahead or level.

How is this tested?

backdash into offensive move25817.1%
crouch into Fukusoushou2P17011.2%
Sayu ShoukenPP into Renkan MahosuiPPP16110.6%
SokutankyakuK+G into Shishi DaichoukouK+GP966.3%
backdash into throwP+G533.5%
throw escape483.2%
punchP into Sayu ShoukenPP463.0%
guardG into throw escape412.7%
backdash into evade up382.5%
forward movement into punchP372.5%
backdash into Kaisei Tento1P+K332.2%
backdash into Hai Shiki2P+K+G312.0%
crouch into Zensoutai2K+G281.9%
backdash into Rigoutai6K271.8%
backdash into Dantai4K221.4%

126 further openings account for the other 424 rounds.

Counted from 373 of the 417 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Lei Fei

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky13–9 · 59%11–9 · 55%too few to test
Akira12–5 · 71%5–11 · 31%too few to test
Jean8–14 · 36%6–4 · 60%too few to test
Goh13–3 · 81%3–4 · 43%too few to test
Lau11–10 · 52%2–1 · 67%too few to test
Wolf8–8 · 50%3–4 · 43%too few to test
Lion8–6 · 57%2–4 · 33%too few to test
Kage6–4 · 60%4–7 · 36%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.

44 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?

Jacky

Career
213–155 · 57.9%
This season
78 matches · 50.0%
Peak rank
33

First hit in 50.0% of 200 rounds. Won 50.0% of the rounds they struck first, 55.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Squat Straight2P199.5%
backdash into Spin Heel Sword4K+G189.0%
forward movement into Jab Double StraightPPP178.5%
backdash into evade up168.0%
forward movement into punchP147.0%
crouch into Low Spin Kick1K+G136.5%
Jab StraightPP into Jab Double StraightPPP94.5%
throw escape63.0%
backdash into Step-in Middle Kick66K+G52.5%
backdash into throwP+G52.5%
punchP into Punch High KickPK52.5%
backdash into guardG42.0%
forward movement into Jab StraightPP42.0%
guardG into throw escape42.0%
backdash into Low Spin Kick1K+G31.5%

48 further openings account for the other 58 rounds.

Counted from 49 of the 78 matches played. The rest were not pulled for openings.

Akira

Career
61–31 · 66.3%
This season
19 matches · 73.7%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P212.5%
Rimon Chouchu66P into backward movement212.5%
Rimon Chouchu66P into forward dash16.2%
Senzankou66P+K into punchP16.2%
backdash into Chouzan Housui46P+K16.2%
backdash into Jouho Senshou46P16.2%
backdash into Rimon Chouchu66P16.2%
backdash into evade up16.2%
backdash into up, forward punch+kick86P+K16.2%
forward dash into Jouho Touken6P16.2%
forward dash into Rimon Chouchu66P16.2%
forward dash into Souka Housui3P+K16.2%
forward movement into punchP16.2%
guardG into throw escape16.2%

Counted from 4 of the 19 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 (33 here; about 1.7 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 18 tests hold up
  • Lei Fei: 9 of 15 tests hold up
  • Jacky: not tested (too few rounds)
  • Akira: not tested (too few rounds)