VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

ゆきち

  • Goh
  • Akira
  • Dural
  • Jean
Career matches650
Career win rate33.1%
Round win rate31.6%
Peak rank22
Distinct opponents40
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

947 #3,677 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

Lion2247816431434.3%
Goh16104436141.4%
Akira165975211.9%
Jean1691811.1%
Dural1000—

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

302 of 348 rounds counted

7.8 inputs a second (469 a minute) this season. Faster than 67% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion8.0480196
Goh7.746351
Akira7.243552
Jean8.14873

By opponent's character

Akira7.947265
Lau8.349730
Goh7.947332
Brad8.249223
Jacky7.545220
Lion7.142718
Sarah8.350120
Jeffry8.450416
Kage7.243217
Pai7.94731
Shun7.846716
Wolf7.444314
Eileen7.54525
El Blaze7.042311
Lei Fei7.34416
Jean8.24938

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

Akira1951426.3%+13.7
Lau114736.4%+21.5
Goh8080.0%-20.0
Brad6060.0%-18.7
Jacky5050.0%-8.5
Lion51420.0%-1.6
Sarah5050.0%-14.9
Jeffry42250.0%+31.1
Kage4040.0%-8.4
Pai4040.0%-19.3
Shun4040.0%-9.8
Wolf4040.0%-67.7
Eileen31233.3%+13.4
El Blaze31233.3%+21.9
Lei Fei3030.0%-1.4
Jean220100.0%+80.0
Dural1010.0%-15.8

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

Breakable Full Fence1961331.6%+21.2
Single Wall1631318.8%-3.4
Full Fence123925.0%+4.7
Octagon9090.0%-29.7
Low Fence7070.0%-16.1
Rectangle7070.0%-10.8
Full Fence and Open6060.0%-7.2
Half Fence61516.7%+0.9
Open53260.0%+42.0
Breakable Half Fence4040.0%-18.8

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
Walls5717.5%17.7%-0.2
No walls2821.4%19.7%+1.8

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

Fuji-Atsuka (Rank 22)2026/10/172020.0%
おむすび山かずkaz_kcjj (Rank 40)2026/10/122020.0%
みらめたる (Rank 22)2026/10/122020.0%
timjunya (Rank 16)2026/09/2951420.0%
chibo (Rank 23)2026/09/2732166.7%
Mon3tr (Rank 23)2026/09/272020.0%
yasai (Rank 23)2026/09/2662433.3%
gans.sk602 (Rank 30)2026/09/182020.0%
うをん (Rank 30)2026/09/182020.0%
サーちゃん (Rank 22)2026/08/194040.0%
bootywarrior (Rank 21)2026/08/056060.0%
Might小麥豆漿 (Rank 22)2026/08/0551420.0%
motonori (Rank 3)2026/07/304040.0%
omuretukun (Rank 23)2026/07/2541325.0%
kowalski (Rank 24)2026/07/202020.0%
DJmegane (Rank 16)2026/07/172020.0%
格雷希欧 (Rank 24)2026/07/084040.0%
松 (Rank 24)2026/06/212020.0%
mikkunn3277 (Rank 24)2026/06/1121150.0%
Sun-sin (Rank 21)2026/05/272020.0%
やきそばん (Rank 21)2026/05/27220100.0%
doublehighz (Rank 21)2026/05/172020.0%
edmond3288 (Rank 14)2026/05/17220100.0%
ホノン (Rank 15)2026/05/0721150.0%
joeP (Rank 12)2026/04/1231233.3%

Round openings

Every character

HakotsushuP+K+G195.8%
crouch into Denkou3PP195.8%
Taizan Soukoushu4P+K175.2%
crouch into Senkyutai1K164.9%
Senputai8K into Katoutai8KK144.3%
Koushu RensuiPP into Renkan SenshouPPP113.4%
Souka Housui3P+K into forward dash72.1%
backdash72.1%
backdash into Touku Rigou Bantaitetsu46K+G72.1%
Koushu RensuiPP into Rensui SoushuPPP+K61.8%
Souka Housui3P+K61.8%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G51.5%
punchP into Koushu RensuiPP51.5%
Banchu6P into Banchu Renkanshu6PP41.2%
In'you4P into Ni In'you4PP41.2%

123 further openings account for the other 181 rounds.

Counted from 85 of the 91 matches played. The rest were not pulled for openings.

Lion

Career
164–314 · 34.3%
This season
57 matches · 24.6%
Peak rank
22

First hit in 42.9% of 212 rounds. Won 40.7% of the rounds they struck first, 34.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

HakotsushuP+K+G199.0%
Taizan Soukoushu4P+K178.0%
crouch into Senkyutai1K167.5%
Senputai8K into Katoutai8KK146.6%
Koushu RensuiPP into Renkan SenshouPPP115.2%
backdash into Touku Rigou Bantaitetsu46K+G73.3%
Koushu RensuiPP into Rensui SoushuPPP+K62.8%
punchP into Koushu RensuiPP52.4%
Banchu6P into Banchu Renkanshu6PP41.9%
In'you4P into Ni In'you4PP41.9%
Ryusei Koushugeki (Deflect)214P41.9%
backdash41.9%
crouch into Tougeki Rensui1PP41.9%
evade up41.9%
Senkyutai1K31.4%

70 further openings account for the other 90 rounds.

Counted from 53 of the 57 matches played. The rest were not pulled for openings.

Goh

Career
43–61 · 41.4%
This season
17 matches · 5.9%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Denkou3PP1930.2%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G57.9%
Hoderi4P into Hoderi~Shikigami4PP34.8%
backdash34.8%
crouch into Maegeri3K34.8%
Kumite Harai (Deflect)4P+K+G23.2%
Raikou3P into Denkou3PP23.2%
backdash into Karura4P+K23.2%
backdash into backward movement23.2%
BasaraP+K+G into throwP+G11.6%
Hiji'ate6P11.6%
Jibishou3P+K11.6%
Kokuryusatsu Ichi46P+K into AgitosogiP+K11.6%
Kumite Harai (Deflect)4P+K+G into throwP+G11.6%
Sune Kudaki43P11.6%

16 further openings account for the other 16 rounds.

Akira

Career
7–52 · 11.9%
This season
15 matches · 6.7%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souka Housui3P+K into forward dash715.2%
Souka Housui3P+K613.0%
Kaikyusei4P into Sayu Kaikyu4PP36.5%
Rimon Chouchu66P36.5%
crouch into Souka Housui3P+K36.5%
Jouho Touken6P24.3%
Rimon Chouchu66P into forward dash24.3%
Souka Housui3P+K into evade down24.3%
down-back punch+kick1P+K24.3%
down-back punch+kick1P+K into backdash24.3%
Chouyoushu1P into backdash12.2%
Fujinkyaku2K+G into Chutenshou2K+GP12.2%
Rimon Chouchu66P into forward movement12.2%
Souka Housui3P+K into backward movement12.2%
SoutoP+K into forward dash12.2%

9 further openings account for the other 9 rounds.

Counted from 13 of the 15 matches played. The rest were not pulled for openings.

Dural

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
1

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K250.0%
guardG250.0%

Jean

Career
1–8 · 11.1%
This season
1 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hizageri4K into Kousenshu4KP266.7%
forward dash into forward punch+kick+guard6P+K+G133.3%

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)
  • Goh: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Dural: not tested (too few rounds)
  • Jean: not tested (too few rounds)