VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

charo-920

  • Kage
  • Jacky
  • Taka
  • Goh
  • Dural
Career matches4,836
Career win rate52.3%
Round win rate48.1%
Peak rank36
Distinct opponents118
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1610 #1,284 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

Lion363,3291,7451,58452.4%
Kage3175039036052.0%
Jacky3065132732450.2%
Dural2771442762.0%
Taka272014670.0%
Goh26158753.3%

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

1,076 of 1,882 rounds counted

5.3 inputs a second (318 a minute) this season. Faster than 5% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion5.5327754
Kage4.8291169
Jacky5.2313126
Taka5.030319
Goh4.82878

By opponent's character

Akira5.5329110
Jean5.4324118
Jacky5.0303115
Lau5.533198
Wolf5.432654
Shun5.231037
Jeffry5.2314116
Kage5.533360
Sarah5.231078
Goh5.029943
Brad5.432253
Lei Fei5.633823
Taka5.130739
Aoi5.231342
Vanessa5.734213
El Blaze5.231523
Pai5.331833
Lion5.231517
Dural4.92964

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

Akira47232448.9%+2.3
Jean42182442.9%-4.4
Jacky41162539.0%-9.7
Lau40202050.0%+8.4
Wolf35122334.3%-13.9
Shun34211361.8%+13.1
Jeffry33191457.6%+8.3
Kage33161748.5%+1.5
Sarah26111542.3%-4.4
Goh2291340.9%-2.8
Brad1951426.3%-23.0
Lei Fei1991047.4%+7.3
Taka1771041.2%+4.8
Aoi1510566.7%+15.1
Vanessa148657.1%+9.0
El Blaze83537.5%-21.0
Pai82625.0%-25.6
Eileen65183.3%+40.6
Lion53260.0%+17.3
Dural3030.0%-19.9

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 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

Full Fence57312654.4%+6.2
Octagon57253243.9%-1.9
Breakable Full Fence54223240.7%-6.4
Rectangle51282354.9%+8.6
Open50242648.0%+6.9
Low Fence49242549.0%+0.4
Breakable Half Fence44143031.8%-13.1
Half Fence44232152.3%-0.1
Single Wall34161847.1%+1.7
Full Fence and Open148657.1%+10.9

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls30746.6%47.3%-0.7
No walls13348.1%45.3%+2.9

Walls against open: -3.6 points (95% range -14.4 to +7.2), p 0.513 — 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

はげまん (Rank 30)2026/10/1198188.9%
hahaha (Rank 29)2026/10/0462433.3%
ケツバッターA (Rank 35)2026/09/29105550.0%
GOODGODDOG (Rank 33)2026/09/28112918.2%
ヘニオ (Rank 32)2026/09/27125741.7%
たたみん♪ (Rank 39)2026/09/09102820.0%
ゲッパー (Rank 35)2026/09/09178947.1%
お~ちゃん (Rank 32)2026/08/3072528.6%
佐藤です (Rank 34)2026/08/2976185.7%
マンジャロ打ちたい (Rank 33)2026/08/1973442.9%
うをん (Rank 31)2026/08/1775271.4%
イイクルーン (Rank 37)2026/06/3030161453.3%
なめ (Rank 34)2026/06/3054180.0%
RUSH (Rank 36)2026/06/3051420.0%
lapislazuli (Rank 37)2026/06/242291340.9%
ctraum (Rank 38)2026/06/1662433.3%
いえす (Rank 39)2026/06/038080.0%
究極無敵 (Rank 32)2026/06/0353260.0%
MikuMartineau (Rank 30)2026/04/2465183.3%
AOEアオイ (Rank 30)2026/04/2473442.9%
デネ (Rank 38)2026/04/2364266.7%
fwnd1396 (Rank 33)2026/04/1872528.6%
chiaroscuro (Rank 39)2026/04/1651420.0%
PuzzG/ぱず爺 (Rank 36)2026/03/2776185.7%
Koromo (Rank 32)2026/03/2773442.9%

Round openings

Every character

guardG1488.4%
backdash into evade up1387.8%
Juchou Senshou8P+K1367.7%
Katousui2P714.0%
backdash432.4%
guardG into punchP422.4%
forward movement into punchP382.1%
Low Spin Kick1K+G362.0%
Banchu6P311.8%
Sentai4K into Sentai Shumen4KP311.8%
Taizan Soukoushu4P+K281.6%
backdash into punchP261.5%
Banchu6P into Banchu Renkanshu6PP241.4%
backdash into Spin Heel Sword4K+G241.4%
evade up231.3%

303 further openings account for the other 929 rounds.

Counted from 437 of the 465 matches played. The rest were not pulled for openings.

Lion

Career
1,745–1,584 · 52.4%
This season
305 matches · 46.6%
Peak rank
36

First hit in 50.1% of 1,160 rounds. Won 49.6% of the rounds they struck first, 47.8% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Juchou Senshou8P+K13611.6%
guardG988.3%
Katousui2P716.0%
backdash into evade up695.9%
guardG into punchP363.1%
forward movement into punchP342.9%
Banchu6P312.6%
Sentai4K into Sentai Shumen4KP312.6%
Taizan Soukoushu4P+K282.4%
backdash272.3%
Banchu6P into Banchu Renkanshu6PP242.0%
backdash into Touku Rigou Bantaitetsu46K+G211.8%
backdash into Senshippo66P151.3%
backdash into punchP151.3%
evade up141.2%

175 further openings account for the other 525 rounds.

Counted from 292 of the 305 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
Lau9–15 · 38%6–1 · 86%too few to test
Akira11–6 · 65%3–2 · 60%too few to test
Jean8–8 · 50%4–7 · 36%too few to test
Jacky4–8 · 33%8–6 · 57%too few to test
Shun10–4 · 71%3–2 · 60%too few to test
Kage8–4 · 67%3–5 · 38%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.

13 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?

Kage

Career
390–360 · 52.0%
This season
84 matches · 53.6%
Peak rank
31

First hit in 48.6% of 313 rounds. Won 49.3% of the rounds they struck first, 48.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade up4112.7%
guardG3410.6%
backdash into Hagakure-ryu In Raijingeki46P+K226.8%
Rasen4P into Rasen Urageri4PK123.7%
backdash113.4%
backdash into Hagakure-ryu In Fujingeki46P+KP113.4%
backdash into Furikakato OtoshiK+G103.1%
Jizuridan2P72.2%
backward movement into Nagiharai6P+K72.2%
crouch into Nirenkyaku3KK72.2%
Senpugeri7K61.9%
Ura Tsumujigeri44K61.9%
Ryu'eikyaku66K51.6%
Senpujin2P+K51.6%
backdash into punchP51.6%

77 further openings account for the other 133 rounds.

Counted from 79 of the 84 matches played. The rest were not pulled for openings.

Jacky

Career
327–324 · 50.2%
This season
71 matches · 42.2%
Peak rank
30

First hit in 53.5% of 245 rounds. Won 47.3% of the rounds they struck first, 41.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Spin Kick1K+G3614.5%
backdash into evade up2811.3%
backdash into Spin Heel Sword4K+G249.7%
Slant Back Knuckle1P into Rage Kick1PK114.4%
backward movement into Groin Kick6K+G93.6%
guardG93.6%
Squat Straight2P72.8%
backdash into Middle Spin Kick46K+G62.4%
backdash into punchP62.4%
Spin Heel Sword4K+G52.0%
backdash52.0%
Groin Kick6K+G41.6%
Jab StraightPP into Jab Double StraightPPP41.6%
Middle Spin Kick46K+G41.6%
evade up41.6%

56 further openings account for the other 86 rounds.

Counted from 61 of the 71 matches played. The rest were not pulled for openings.

Taka

Career
14–6 · 70.0%
This season
4 matches · 0.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG736.8%
evade up210.5%
Hiji'ate6P15.3%
Morotezuki66P into Morote Tsuppari66PP15.3%
Shita Harite2P15.3%
Zangeki33P15.3%
backdash into Kumoyaburi4P+K15.3%
backdash into evade down15.3%
backward movement into evade up15.3%
crouch15.3%
evade up into throw escape15.3%
guardG into Hiji'ate6P15.3%

Dural

Career
44–27 · 62.0%
This season
1 matches · 0.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backward movement into evade up250.0%
backdash into back kick+guard4K+G125.0%
crouch125.0%

Not counted here: Goh. Their matches 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 (29 here; about 1.5 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: 0 of 15 tests hold up
  • Kage: 0 of 14 tests hold up
  • Jacky: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Dural: not tested (too few rounds)