VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

stagedestroyer

Career matches3,334
Career win rate50.1%
Round win rate49.4%
Peak rank30
Distinct opponents112
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1502 #2,001 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

Lion303,3341,6701,66450.1%

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

987 of 1,199 rounds counted

7.3 inputs a second (436 a minute) this season. Faster than 53% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.3436987

By opponent's character

Lau7.4444146
Sarah7.4442112
Wolf7.545084
El Blaze7.645878
Goh7.444289
Jacky7.242962
Pai7.545275
Jeffry6.841076
Shun7.243261
Kage7.041730
Akira6.941159
Brad7.243514
Jean6.841125
Dural6.740219
Taka6.53889
Eileen7.54495
Aoi6.539010
Lei Fei7.947514
Lion7.846610
Vanessa6.94119

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

Lau36152141.7%-8.6
Sarah31102132.3%-11.3
Wolf25131252.0%+6.8
El Blaze23111247.8%-4.5
Goh23111247.8%-7.9
Jacky22111150.0%+8.2
Pai2114766.7%+15.9
Jeffry1991047.4%-8.3
Shun1981142.1%-7.5
Kage1810855.6%+10.1
Akira179852.9%+2.7
Brad73442.9%+2.9
Jean74357.1%+16.6
Dural62433.3%-13.2
Taka53260.0%+15.5
Eileen42250.0%-2.8
Aoi330100.0%+42.4
Lei Fei330100.0%+50.0
Lion2020.0%-55.4
Vanessa21150.0%+0.2

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

Open37172046.0%-2.0
Full Fence33132039.4%-10.2
Single Wall32181456.2%+9.0
Half Fence31181358.1%+10.7
Low Fence2791833.3%-13.3
Octagon27171063.0%+13.1
Rectangle2371630.4%-18.9
Breakable Half Fence22101245.5%-0.8
Full Fence and Open1881044.4%-6.2
Breakable Full Fence1711664.7%+16.4

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15349.7%48.6%+1.1
No walls9645.8%47.3%-1.4

Walls against open: +2.5 points (95% range -11.1 to +16.1), p 0.720 — 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

BudEkins_may (Rank 32)2026/08/3042250.0%
gimoring (Rank 26)2026/08/3052340.0%
sinsig22 (Rank 29)2026/08/3051420.0%
jotaro3514 (Rank 29)2026/08/2942250.0%
mmmsm (Rank 30)2026/08/2743175.0%
juste (Rank 30)2026/08/2451420.0%
☆プなれ☆ (Rank 28)2026/08/244040.0%
fwnd1396 (Rank 30)2026/08/1931233.3%
JOHNFLOE (Rank 29)2026/08/1853260.0%
Zan0724 (Rank 29)2026/08/1853260.0%
akira__9633 (Rank 33)2026/08/1842250.0%
ィリォモテャマネコ (Rank 27)2026/08/1852340.0%
Umemaru-999 (Rank 28)2026/08/1831233.3%
cokeshi (Rank 29)2026/08/1752340.0%
chileung18 (Rank 32)2026/07/2563350.0%
WeeWeeW (Rank 27)2026/07/24116554.5%
Tazza (Rank 27)2026/06/2531233.3%
ShieldHolder (Rank 27)2026/06/1932166.7%
Kwiitter_KR (Rank 30)2026/06/1852340.0%
manao_0609 (Rank 28)2026/06/0696366.7%
PlasticBros塑膠兄 (Rank 30)2026/06/06123925.0%
MELTBUTTER (Rank 29)2026/06/0442250.0%
pizaman (Rank 32)2026/05/2941325.0%
bruceshiue (Rank 28)2026/05/2993633.3%
ふぇに (Rank 32)2026/05/1142250.0%

Round openings

Lion

Career
1,670–1,664 · 50.1%
This season
293 matches · 48.5%
Peak rank
30

First hit in 56.5% of 1,199 rounds. Won 51.6% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

  • Against Sarah: backs off first in 67.7% of rounds, against 44.8% against everyone else.
  • On Full Fence and Open stages: waits first in 30.7% of rounds, against 15.1% on the other stages.
  • After winning a round: attacks straight away in 37.6% of rounds, against 23.7% after losing one.
  • When ahead: attacks straight away in 40.4% of rounds, against 24.0% when level or behind.
  • In round 1: opens with “8P+K Juchou Senshou” in 15.4% of rounds, against 7.4% in their other rounds.
  • Against Sarah: opens with “backdash into backward movement” in 15.3% of rounds, against 5.2% against everyone else.
  • After winning a round: opens with “8P+K Juchou Senshou” in 9.6% of rounds, against 5.3% after losing one.

How is this tested?

backdash into Shicchi Soutai3K+G12210.2%
Juchou Senshou8P+K1129.3%
backdash into guardG978.1%
crouch into Kousoutai2K+G877.3%
backdash into backward movement756.3%
backdash into Dantai3K685.7%
Koushutai44K into Souji SenpuP+K615.1%
crouch into Dantai3K544.5%
crouch into Rakugekishou3PP322.7%
Taizan Soukoushu4P+K282.3%
backdash into Tanhikyaku46K282.3%
Senkyutai1K201.7%
Attai2K into Tousentai2KK+G191.6%
In'you4P into Ni In'you4PP181.5%
evade up161.3%

117 further openings account for the other 362 rounds.

By stage type

Record against each character on walled and open stages, as Lion

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lau12–15 · 44%3–6 · 33%too few to test
Sarah5–11 · 31%4–8 · 33%too few to test
Wolf7–4 · 64%4–8 · 33%too few to test
El Blaze4–5 · 44%7–4 · 64%too few to test
Goh10–8 · 56%0–4 · 0%too few to test
Jacky7–8 · 47%2–1 · 67%too few to test
Pai7–3 · 70%4–2 · 67%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.

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: 7 of 15 tests hold up