VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lion

mochikoma1112

Career matches818
Career win rate52.1%
Round win rate52.3%
Peak rank29
Distinct opponents73
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1431 #2,463 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

Lion2981842639252.1%

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

572 of 572 rounds counted

7.7 inputs a second (462 a minute) this season. Faster than 64% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.7462572

By opponent's character

Akira7.846791
Wolf7.847071
Goh7.544854
Jacky8.349644
Pai7.645445
Sarah7.344143
Kage7.243543
Vanessa7.645828
Aoi7.746123
Jeffry7.746421
Lau8.048221
Taka7.947621
Brad7.846524
Lion7.444317
Shun8.249014
Lei Fei7.44424
El Blaze7.84713
Jean8.04835

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

Akira22121054.5%+0.0
Wolf1812666.7%+14.8
Goh146842.9%-18.3
Jacky117463.6%+12.2
Pai115645.5%-6.8
Sarah114736.4%-15.9
Kage106460.0%+0.5
Vanessa74357.1%+4.7
Aoi64266.7%+15.9
Jeffry62433.3%-6.3
Lau62433.3%-17.8
Taka65183.3%+15.2
Brad52340.0%-16.0
Lion53260.0%+7.2
Shun42250.0%+6.8
Lei Fei220100.0%+29.0
El Blaze110100.0%+34.6
Jean1010.0%-48.2

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

Octagon2291340.9%-15.9
Single Wall2112957.1%+1.3
Rectangle1712570.6%+15.5
Low Fence168850.0%+4.0
Open1510566.7%+10.7
Full Fence1441028.6%-23.4
Breakable Full Fence128466.7%+12.7
Breakable Half Fence96366.7%+9.2
Half Fence96366.7%+18.0
Full Fence and Open21150.0%-13.8

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
Walls8354.2%54.1%+0.1
No walls5257.7%53.4%+4.3

Walls against open: -4.2 points (95% range -21.5 to +13.1), p 0.633 — 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

[VirtuAnalytics]SuperGolden (Rank 26)2026/10/1232166.7%
入れ込むかもしれない (Rank 29)2026/09/2532166.7%
うをん (Rank 32)2026/09/2431233.3%
lemon-sour (Rank 26)2026/09/162020.0%
jinjin (Rank 32)2026/09/163030.0%
南高梅 (Rank 26)2026/08/2732166.7%
力戦将棋チャンネル (Rank 30)2026/08/2731233.3%
be-shedded (Rank 28)2026/08/2654180.0%
Rosagigantea (Rank 26)2026/08/0332166.7%
TaKaArAsHi573 (Rank 24)2026/07/28330100.0%
hitokabe2003 (Rank 24)2026/07/2832166.7%
μ (Rank 25)2026/07/2843175.0%
けいすけ新宿 (Rank 25)2026/07/2254180.0%
Gun-Interceptor (Rank 27)2026/07/2232166.7%
Light (Rank 30)2026/07/1931233.3%
ma.ya2013 (Rank 24)2026/07/1343175.0%
トマト牛乳♪ (Rank 27)2026/07/0531233.3%
Shako_P (Rank 23)2026/07/04220100.0%
fazz00r (Rank 27)2026/06/2721150.0%
don'tthink,feel. (Rank 26)2026/06/2732166.7%
りてりん (Rank 26)2026/06/2332166.7%
무파ZeroBlue (Rank 25)2026/06/2342250.0%
melty01 (Rank 26)2026/06/2331233.3%
t_k_o_7 (Rank 14)2026/06/11440100.0%
r7ivrmmy (Rank 12)2026/06/09220100.0%

Round openings

Lion

Career
426–392 · 52.1%
This season
146 matches · 54.1%
Peak rank
29

First hit in 52.5% of 554 rounds. Won 56.0% of the rounds they struck first, 47.9% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 41.8% of rounds, against 17.3% in their other rounds.
  • Against Wolf: attacks straight away in 36.6% of rounds, against 22.6% against everyone else.
  • After the opponent opened the round before by backing off: backs off first in 47.1% of rounds, against 32.6% after anything else.
  • When behind: backs off first in 44.9% of rounds, against 30.2% when ahead or level.
  • In round 1: opens with “forward movement into P punch” in 29.1% of rounds, against 9.1% in their other rounds.
  • Against Wolf: opens with “4P+K Taizan Soukoushu” in 22.5% of rounds, against 6.4% against everyone else.

How is this tested?

forward movement into punchP7914.2%
Taizan Soukoushu4P+K478.4%
backdash into Touku Rigou Bantaitetsu46K+G335.9%
backdash into Sentai4K285.0%
backdash into Kishitsu Kasensou43P254.5%
backdash into Tanhikyaku46K254.5%
forward movement into Renkan SenshouPPP234.1%
backdash into Souji SenpuP+K193.4%
guardG into evade down132.3%
Ukoushin46P+K101.8%
forward movement into Rensui SoushuPPP+K91.6%
Senkyutai1K into forward movement81.4%
Ukoushin46P+K into Senkyutai1K81.4%
Ukoushin46P+K into crouch81.4%
forward movement into Koushu RensuiPP81.4%

104 further openings account for the other 215 rounds.

Counted from 141 of the 146 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
Akira5–5 · 50%5–4 · 56%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.

5 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 (15 here; about 0.8 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: 6 of 15 tests hold up