VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

CRY-xxBABYxx

Career matches7,220
Career win rate50.5%
Round win rate49.8%
Peak rank39
Distinct opponents318
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1705 #787 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

Lion397,2203,6473,57350.5%

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

2,896 of 4,229 rounds counted

6.1 inputs a second (368 a minute) this season. Faster than 22% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion6.13682,896

By opponent's character

Jacky6.1367371
Akira6.0362211
Kage6.0361234
Pai6.3377226
Jeffry6.1366131
Sarah6.2369145
Lau6.1367177
Jean6.1365191
Aoi6.2369204
Lei Fei6.3376121
Shun6.2369143
Vanessa6.1366146
Wolf6.2373113
Brad6.2371124
Lion6.3380151
Goh6.136663
El Blaze6.036069
Taka5.633747
Eileen6.035825
Dural5.83504

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

Jacky137766155.5%+4.7
Akira81394248.1%+0.8
Kage80364445.0%-3.4
Pai71393254.9%+5.7
Jeffry67323547.8%-3.2
Sarah61273444.3%-5.5
Lau60263443.3%-5.7
Jean59322754.2%+1.6
Aoi57312654.4%+0.2
Lei Fei55292652.7%+4.3
Shun51262551.0%+2.6
Vanessa48192939.6%-9.4
Wolf48252352.1%+1.0
Brad47212644.7%-3.4
Lion47272057.5%+6.5
Goh29151451.7%+2.6
El Blaze23121152.2%+9.7
Taka1641225.0%-17.8
Eileen103730.0%-14.9
Dural21150.0%+6.8

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 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

Breakable Full Fence126567044.4%-5.5
Open122566645.9%-2.5
Low Fence112585451.8%+1.1
Full Fence105555052.4%+1.6
Octagon103554853.4%+4.3
Single Wall100475347.0%-3.5
Half Fence97524553.6%+8.9
Breakable Half Fence94474750.0%-0.4
Rectangle88424647.7%-4.0
Full Fence and Open58302851.7%+1.6

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
Walls61350.1%49.5%+0.6
No walls33448.2%49.6%-1.4

Walls against open: +2.0 points (95% range -4.7 to +8.7), p 0.553 — 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

フルレバ (Rank 36)2026/10/1433181554.5%
たたみん♪ (Rank 38)2026/10/09147750.0%
ダンプよっし~2.0 (Rank 39)2026/10/0682625.0%
究極無敵 (Rank 37)2026/09/28115645.5%
マハリータまるこ (Rank 38)2026/09/2474357.1%
えなお (Rank 35)2026/09/24129375.0%
躑躅 (Rank 37)2026/09/2475271.4%
ゲッパー (Rank 33)2026/09/121510566.7%
たあぼさん (Rank 37)2026/09/1184450.0%
ふぇに (Rank 34)2026/09/09138561.5%
ぷこ (Rank 36)2026/08/291991047.4%
ひかる (Rank 40)2026/08/2871614.3%
乱世の奸雄 (Rank 39)2026/08/2186275.0%
タカユキお兄ちゃん/takayuki_vf (Rank 38)2026/08/1783537.5%
かべごん (Rank 37)2026/08/17103730.0%
俺様バーンズ (Rank 38)2026/08/05106460.0%
mahiro_725 (Rank 37)2026/08/021812666.7%
nidaimebannai (Rank 37)2026/07/26105550.0%
タピる。 (Rank 37)2026/07/22106460.0%
spimer-man (Rank 37)2026/07/1672528.6%
いえす (Rank 40)2026/06/30105550.0%
れうくろった (Rank 36)2026/06/2075271.4%
papermoon_7 (Rank 36)2026/06/1694544.4%
Aki (Rank 41)2026/05/20167943.8%
junkman (Rank 36)2026/04/0294544.4%

Round openings

Lion

Career
3,647–3,573 · 50.5%
This season
1,049 matches · 49.6%
Peak rank
39

First hit in 53.0% of 4,008 rounds. Won 52.6% of the rounds they struck first, 47.1% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 65.0% of rounds, against 53.1% in their other rounds.
  • Against El Blaze: evades first in 5.7% of rounds, against 0.9% against everyone else.
  • After opening the round before by attacking: backs off first in 39.1% of rounds, against 29.2% after anything else.
  • After losing a round: attacks straight away in 56.7% of rounds, against 49.4% after winning one.
  • When ahead: backs off first in 38.9% of rounds, against 32.0% when level or behind.
  • In round 1: opens with “P punch into K kick” in 20.3% of rounds, against 12.1% in their other rounds.
  • Against Wolf: opens with “P punch into K kick” in 21.2% of rounds, against 13.8% against everyone else.
  • After opening the round before with “P punch into K kick”: opens with “backdash into evade up” in 14.1% of rounds, against 9.1% after anything else.
  • After winning a round: opens with “crouch dash forward into 3P Sen'inshou” in 6.0% of rounds, against 4.6% after losing one.
  • When ahead: opens with “backdash into 46K Tanhikyaku” in 7.3% of rounds, against 5.0% when level or behind.

How is this tested?

punchP into kickK57314.1%
backdash into evade up3849.5%
backdash into Tanhikyaku46K2125.2%
crouch dash forward into Sen'inshou3P1944.8%
Banchu6P1874.6%
punchP into crouch dash forward1583.9%
backdash into Sentai4K1573.9%
Banchu6P into crouch dash forward1363.4%
backdash into evade down1313.2%
Katousui2P1293.2%
Banchu6P into Banchu Renkanshu6PP1263.1%
Juchou Senshou8P+K1102.7%
Katousui2P into backdash1092.7%
Taizan Soukoushu4P+K1082.7%
Dantai3K771.9%

191 further openings account for the other 1,261 rounds.

Counted from 1,001 of the 1,049 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
Jacky49–33 · 60%21–21 · 50%+13.3
Kage20–20 · 50%13–16 · 45%too few to test
Akira23–21 · 52%14–13 · 52%too few to test
Pai19–16 · 54%12–11 · 52%too few to test
Jeffry14–14 · 50%12–15 · 44%too few to test
Sarah18–20 · 47%3–8 · 27%too few to test
Jean21–14 · 60%6–10 · 38%too few to test
Aoi13–17 · 43%14–8 · 64%too few to test
Lau12–19 · 39%7–10 · 41%too few to test
Lei Fei22–17 · 56%2–5 · 29%too few to test
Shun13–18 · 42%10–4 · 71%too few to test
Wolf12–11 · 52%12–11 · 52%too few to test
Brad9–11 · 45%5–10 · 33%too few to test
Vanessa11–17 · 39%7–9 · 44%too few to test
Lion12–14 · 46%9–1 · 90%too few to test
Goh8–7 · 53%5–4 · 56%too few to test
El Blaze9–9 · 50%2–1 · 67%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

48 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?

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 (18 here; about 0.9 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