VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lion

timjunya

  • Shun
Career matches163
Career win rate55.2%
Round win rate56.6%
Peak rank21
Distinct opponents46
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1114 #3,573 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

Lion21162907255.6%
Shun61010.0%

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

350 of 350 rounds counted

6.6 inputs a second (398 a minute) this season. Faster than 35% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion6.6397342
Shun7.14258

By opponent's character

Akira6.639450
Jeffry6.639836
Sarah6.740434
Jacky6.438225
Kage6.337624
Pai6.538727
Lau7.142525
Lion6.840925
Wolf6.941426
Aoi6.539012
Eileen6.840911
El Blaze6.639710
Vanessa6.841012
Brad6.74057
Jean6.53919
Shun5.73436
Taka6.63956
Goh6.94165

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

Akira138561.5%-3.4
Jeffry106460.0%-18.0
Sarah97277.8%+8.5
Jacky75271.4%+21.4
Kage770100.0%+40.4
Pai72528.6%-24.4
Lau62433.3%-18.2
Lion64266.7%+19.1
Wolf64266.7%-11.7
Aoi31233.3%-29.6
Eileen3030.0%-66.1
El Blaze32166.7%-4.2
Vanessa32166.7%+17.7
Brad220100.0%+57.6
Jean21150.0%-18.7
Shun21150.0%-19.3
Taka220100.0%+60.1
Goh110100.0%+30.9

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 Fence1411378.6%+8.3
Full Fence148657.1%-2.2
Rectangle117463.6%+6.9
Breakable Half Fence106460.0%-8.5
Octagon106460.0%+14.7
Half Fence85362.5%-6.1
Low Fence84450.0%-8.3
Single Wall86275.0%+1.6
Open52340.0%-17.8
Full Fence and Open42250.0%-4.3

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
Walls6764.2%61.9%+2.2
No walls2157.1%63.5%-6.3

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

jaded_sixer3 (Rank 14)1110190.9%
OHROCK2799 (Rank 12)53260.0%
ゆきち (Rank 15)54180.0%
snaggy-miner78 (Rank 17)440100.0%
あおいあらし (Rank 15)440100.0%
USB924 (Rank 15)32166.7%
j-kubo55 (Rank 21)330100.0%
swhy2008 (Rank 4)3030.0%
ANO-RAY (Rank 21)220100.0%
Frumherji (Rank 16)2020.0%
R (Rank 3)220100.0%
bladez (Rank 18)220100.0%
kimxxxtt (Rank 22)2020.0%
nel-5975 (Rank 24)2020.0%
o-unit (Rank 9)220100.0%
otonta2ka (Rank 22)220100.0%
shinkita (Rank 24)220100.0%
shizuhachan (Rank 18)21150.0%
siroiro_16bit (Rank 40)2020.0%
tonkatsu888 (Rank 11)220100.0%
y-ike555 (Rank 23)2020.0%
yu32xx (Rank 15)220100.0%
ぱぱ (Rank 23)2020.0%
ゆあいおお (Rank 26)2020.0%
kanreki-jijii (Rank 21)110100.0%

Most played opponents, most recent first

shinkita (Rank 24)2026/10/17220100.0%
j-kubo55 (Rank 21)2026/10/17330100.0%
shizuhachan (Rank 18)2026/10/1621150.0%
siroiro_16bit (Rank 40)2026/10/162020.0%
otonta2ka (Rank 22)2026/10/07220100.0%
ぱぱ (Rank 23)2026/10/072020.0%
nel-5975 (Rank 24)2026/10/042020.0%
ANO-RAY (Rank 21)2026/10/03220100.0%
y-ike555 (Rank 23)2026/10/032020.0%
kanreki-jijii (Rank 21)2026/10/02110100.0%
あおいあらし (Rank 15)2026/10/02440100.0%
jaded_sixer3 (Rank 14)2026/09/301110190.9%
ゆきち (Rank 15)2026/09/2954180.0%
snaggy-miner78 (Rank 17)2026/09/29440100.0%
Frumherji (Rank 16)2026/09/242020.0%
yu32xx (Rank 15)2026/09/22220100.0%
kimxxxtt (Rank 22)2026/09/222020.0%
R (Rank 3)2026/09/18220100.0%
OHROCK2799 (Rank 12)2026/09/1553260.0%
USB924 (Rank 15)2026/09/1532166.7%
ゆあいおお (Rank 26)2026/09/122020.0%
o-unit (Rank 9)2026/09/12220100.0%
swhy2008 (Rank 4)2026/09/103030.0%
bladez (Rank 18)2026/09/09220100.0%
tonkatsu888 (Rank 11)2026/09/08220100.0%

Round openings

Every character

guardG8729.3%
guardG into Senkyutai1K5418.2%
guardG into crouch3411.4%
guardG into Juchou Senshou8P+K124.0%
crouch into Senkyutai1K103.4%
guardG into punchP93.0%
Senkyutai1K into guardG82.7%
Juchou Senshou8P+K72.4%
Senkyutai1K72.4%
guardG into Koushu RensuiPP62.0%
guardG into evade down62.0%
punchP into Koushu RensuiPP51.7%
guardG into Banchu Renkanshu6PP31.0%
backdash20.7%
guardG into Attai2K20.7%

41 further openings account for the other 45 rounds.

Counted from 78 of the 92 matches played. The rest were not pulled for openings.

Lion

Career
90–72 · 55.6%
This season
90 matches · 63.3%
Peak rank
21

First hit in 43.8% of 288 rounds. Won 57.9% of the rounds they struck first, 58.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG8629.8%
guardG into Senkyutai1K5418.7%
guardG into crouch3411.8%
guardG into Juchou Senshou8P+K124.2%
crouch into Senkyutai1K103.5%
Senkyutai1K into guardG82.8%
guardG into punchP82.8%
Juchou Senshou8P+K72.4%
Senkyutai1K72.4%
guardG into Koushu RensuiPP62.1%
guardG into evade down62.1%
punchP into Koushu RensuiPP51.7%
guardG into Banchu Renkanshu6PP31.0%
backdash20.7%
guardG into Attai2K20.7%

35 further openings account for the other 39 rounds.

Counted from 76 of the 90 matches played. The rest were not pulled for openings.

Shun

Career
0–1 · 0.0%
This season
2 matches · 0.0%
Peak rank
6

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Honshin Rensenkyaku4K+G112.5%
crouch into Gyousentai2K112.5%
guardG112.5%
guardG into Gyousentai2K112.5%
guardG into Honshin Rensenkyaku4K+G112.5%
guardG into Koushu Rentai1KK112.5%
guardG into Shinho Suikoushu43P+K112.5%
guardG into punchP112.5%

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)
  • Shun: not tested (too few rounds)