VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Lion

Tukuyomi_4X

  • Brad
  • Jeffry
  • Jacky
  • Goh
Career matches849
Career win rate54.6%
Round win rate50.8%
Peak rank29
Distinct opponents78
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1455 #2,301 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

Lion2938122915260.1%
Brad2631616714952.9%
Jeffry22100475347.0%
Jacky2150212942.0%
Goh62020.0%

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

333 of 545 rounds counted

6.2 inputs a second (375 a minute) this season. Faster than 24% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad6.2370268
Lion6.539365

By opponent's character

Akira6.237253
Jeffry7.042018
Aoi6.338133
El Blaze6.136716
Wolf6.237535
Shun6.438422
Kage6.13697
Pai6.136925
Sarah6.438521
Lau6.036028
Jean5.935213
Brad6.035815
Goh6.136813
Lei Fei6.23759
Vanessa7.04224
Taka5.73428
Dural6.33798
Lion7.04235

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

Akira1712570.6%+12.5
Jeffry1610662.5%+20.7
Aoi128466.7%+11.6
El Blaze116554.5%+5.1
Wolf118372.7%+15.4
Shun102820.0%-37.5
Kage93633.3%-3.5
Pai85362.5%+3.6
Sarah85362.5%-0.5
Lau73442.9%-17.1
Jean52340.0%-25.5
Brad41325.0%-25.0
Goh42250.0%-1.5
Lei Fei42250.0%-11.0
Vanessa42250.0%+10.8
Taka31233.3%-1.0
Dural21150.0%-0.2
Eileen2020.0%-64.0
Jacky220100.0%+46.0
Lion2020.0%-40.4

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

Octagon28131546.4%-4.6
Single Wall1912763.2%+1.7
Open159660.0%-4.5
Breakable Half Fence149564.3%+21.4
Half Fence146842.9%-8.1
Breakable Full Fence118372.7%+22.9
Low Fence114736.4%-3.0
Full Fence95455.6%+2.2
Rectangle73442.9%-13.7
Full Fence and Open61516.7%-47.6

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
Walls8353.0%50.3%+2.7
No walls4555.6%56.9%-1.4

Walls against open: +4.1 points (95% range -13.9 to +22.1), p 0.656 — 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

カイMk.2 (Rank 32)2026/07/2832166.7%
Pharita (Rank 21)2026/07/28220100.0%
nekota (Rank 24)2026/07/2332166.7%
AcidNine-JPN (Rank 25)2026/07/172020.0%
interceptor (Rank 40)2026/07/1741325.0%
orz (Rank 29)2026/07/1753260.0%
μ (Rank 25)2026/07/14220100.0%
南部の釣れないルアー (Rank 30)2026/07/0852340.0%
ねこ吉 (Rank 22)2026/07/0843175.0%
gimoring (Rank 26)2026/06/3031233.3%
xXsoul-childXx (Rank 26)2026/06/153030.0%
KAISER (Rank 24)2026/06/0643175.0%
CHASER (Rank 21)2026/06/04330100.0%
potimaru1059 (Rank 22)2026/05/20220100.0%
HaseMasa (Rank 25)2026/05/1932166.7%
交通弱者用押しボタン (Rank 16)2026/05/1731233.3%
spiral (Rank 22)2026/05/17330100.0%
Penoco (Rank 25)2026/05/1121150.0%
ズサ齋藤 (Rank 24)2026/05/1021150.0%
yasai (Rank 21)2026/05/06220100.0%
rikojjang (Rank 40)2026/04/224040.0%
86g (Rank 14)2026/04/213030.0%
Whoru?I'mSorry. (Rank 13)2026/04/2121150.0%
swhy2008 (Rank 3)2026/04/1954180.0%
Makimura-Makoto (Rank 1)2026/04/192020.0%

Round openings

Every character

guardG9617.5%
Juchou Senshou8P+K509.1%
evade up498.9%
Sway Back4P+K+G into Mighty Knee UpperK305.5%
Spine Whip4P into Lumpini Combination4PK193.5%
no input162.9%
punchP into Koushu RensuiPP132.4%
evade up into guardG122.2%
throwP+G into Stop Kick4K122.2%
Body CrushP+K into Double CrushP+KP91.6%
Jolt Upper3P91.6%
Koushu RensuiPP into Rensui SoushuPPP+K91.6%
guardG into punchP91.6%
Destruction Body3P+K into Dtee Sawk Lang3P+KP81.5%
Jolt Upper3P into Jolt Double Shot3PP+K81.5%

114 further openings account for the other 199 rounds.

Brad

Career
167–149 · 52.9%
This season
68 matches · 60.3%
Peak rank
26

First hit in 38.3% of 264 rounds. Won 58.4% of the rounds they struck first, 52.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG6825.3%
Sway Back4P+K+G into Mighty Knee UpperK3011.2%
evade up238.6%
Spine Whip4P into Lumpini Combination4PK197.1%
throwP+G into Stop Kick4K124.5%
Jolt Upper3P93.4%
Destruction Body3P+K into Dtee Sawk Lang3P+KP83.0%
Jolt Upper3P into Jolt Double Shot3PP+K83.0%
Rapid Short UpperP+KP into Rapid CombinationP+KPP83.0%
evade up into kickK62.2%
evade up into guardG51.9%
guardG into punchP51.9%
Elbow Hook6P into Kao Loy6K+G41.5%
Jackal Straight46P+K41.5%
no input41.5%

39 further openings account for the other 56 rounds.

Lion

Career
229–152 · 60.1%
This season
43 matches · 46.5%
Peak rank
29

First hit in 47.6% of 164 rounds. Won 51.3% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K5029.9%
evade up169.6%
punchP into Koushu RensuiPP137.8%
Koushu RensuiPP into Rensui SoushuPPP+K95.4%
guardG84.8%
evade up into guardG74.2%
evade up into Koushutai44K63.6%
punchP into kickK53.0%
Souji SenpuP+K42.4%
evade up into backdash42.4%
Koushu RensuiPP into Renkan SenshouPPP31.8%
evade up into Senkyutai1K31.8%
evade up into crouch31.8%
Juchou Senshou8P+K into evade up21.2%
Taizan Soukoushu4P+K21.2%

29 further openings account for the other 32 rounds.

Jeffry

Career
47–53 · 47.0%
This season
16 matches · 75.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Body CrushP+K into Double CrushP+KP914.5%
evade up914.5%
guardG812.9%
Knee Push4K69.7%
backdash into Double Hammer Down43P46.5%
Heavy Back Knuckle4P into Stomach Destroyer4PK23.2%
Knee Push4K into Knee Push Wild Hook4KP23.2%
crouch into Double Upper3PP23.2%
guardG into Stomach Destroyer4PK23.2%
punchP23.2%
Dash Elbow66P11.6%
Dash Elbow66P into Dash Elbow Upper66PP11.6%
Elbow Butt6P into Elbow Hammer6PP11.6%
Smash Upper3P into Double Upper3PP11.6%
backdash into Hell Claw236P11.6%

11 further openings account for the other 11 rounds.

Jacky

Career
21–29 · 42.0%
This season
11 matches · 18.2%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG1126.8%
no input1024.4%
Spinning Back Knuckle4P into Spinning Arm Kick4PK37.3%
Spinning Back Knuckle4P into Double Back Knuckle4PP24.9%
backdash into guardG24.9%
guardG into punchP24.9%
High Angle Upper Kick6K12.4%
Jab StraightPP into Jab Double StraightPPP12.4%
Middle Smash6P into Middle Smash Sword6PK12.4%
Spinning Back Knuckle4P into Slant Back Knuckle1P12.4%
evade up into High Angle Upper Kick6K12.4%
evade up into Spinning Back Knuckle4P12.4%
guardG into Spinning Arm Kick4PK12.4%
guardG into Standing Knee Kick4K12.4%
punchP into Jab StraightPP12.4%

2 further openings account for the other 2 rounds.

Goh

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

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP333.3%
evade up111.1%
forward movement into forward dash111.1%
guardG111.1%
guardG into Kokuryusatsu Ichi46P+K111.1%
guardG into punchP111.1%
punchP into Tsurane ShoudaPP111.1%

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

  • Brad: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Goh: not tested (too few rounds)