VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

けーとーるぎす

  • Kage
  • Vanessa
  • Jean
Career matches296
Career win rate81.4%
Round win rate67.6%
Peak rank26
Distinct opponents25
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1566 Not ranked yet: the list needs 50 matches. See 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

Lion25111941784.7%
Kage2689731682.0%
Vanessa2577601777.9%
Jean231914573.7%

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

57 of 105 rounds counted

9.0 inputs a second (541 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Kage9.255417
Vanessa7.54519
Jean9.355820
Lion9.557111

By opponent's character

Jacky9.355911
Sarah9.456214
Akira9.75818
Taka8.249310
Lau9.25534
Eileen7.54504
Goh9.15463
Vanessa9.25493

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

Jacky43175.0%-7.9
Sarah440100.0%+29.4
Akira330100.0%+20.9
Lion31233.3%-49.9
Taka31233.3%-52.0
Lau220100.0%+26.7
Pai220100.0%+20.2
Wolf220100.0%+26.3
Brad110100.0%+17.6
Eileen1010.0%-67.5
Goh110100.0%+31.6
Vanessa110100.0%+26.0

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

Low Fence42250.0%-31.3
Octagon440100.0%+26.6
Breakable Half Fence330100.0%+17.3
Half Fence32166.7%-12.3
Single Wall3030.0%-84.1
Full Fence220100.0%+22.7
Open220100.0%+18.1
Rectangle220100.0%+27.5
Breakable Full Fence110100.0%+38.3

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
Walls1593.3%77.8%+15.6
No walls944.4%77.5%-33.0

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

nora-tanuki07 (Rank 25)2026/07/11110100.0%
suke072st (Rank 24)2026/07/111010.0%
オティムティム (Rank 21)2026/07/08110100.0%
parking-orange (Rank 21)2026/07/08220100.0%
코나미스포츠 (Rank 21)2026/07/08110100.0%
BANANA (Rank 29)2026/07/05110100.0%
ロザリオ (Rank 23)2026/07/05110100.0%
nekosuke1515 (Rank 24)2026/07/05220100.0%
chottodakeyo_ (Rank 27)2026/07/05110100.0%
wi_bobotang (Rank 27)2026/07/041010.0%
Kmegane (Rank 25)2026/07/041010.0%
造り酒屋の御曹司 (Rank 25)2026/07/04110100.0%
burnersan (Rank 23)2026/07/04110100.0%
ER_higante (Rank 27)2026/03/30110100.0%
manekinecogames (Rank 21)2026/03/30110100.0%
mokoha_jean (Rank 21)2026/03/30110100.0%
seisyun3times (Rank 21)2026/03/30110100.0%
apones1 (Rank 20)2026/03/301010.0%
Doraemon (Rank 23)2026/03/301010.0%
SinNagy (Rank 23)2026/03/29110100.0%
ヤートン ようつべ (Rank 23)2026/03/291010.0%
Genki (Rank 23)2026/03/29110100.0%
dij_0826 (Rank 23)2026/03/29110100.0%
Fundoshi-Z (Rank 25)2026/03/29110100.0%
たけし (Rank 24)2026/03/29110100.0%

Round openings

Every character

guardG into evade down76.7%
forward movement into punchP65.7%
Defensive Style: guard54.8%
guardG into punchP54.8%
guardG43.8%
Defensive Style: crouch dash back into evade down32.9%
Defensive Style: crouch dash back into guardG32.9%
crouch dash back into guardG32.9%
evade down into guardG32.9%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP21.9%
Defensive Style: guard into kickK21.9%
Defensive Style: punch21.9%
Nozuchi1P+K21.9%
Nozuchi1P+K into guardG21.9%
backdash into backward movement21.9%

48 further openings account for the other 54 rounds.

Kage

Career
73–16 · 82.0%
This season
11 matches · 90.9%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade down513.2%
evade down into guardG37.9%
crouch dash back into evade down25.3%
evade down into Sokudan1P25.3%
forward movement into punchP25.3%
guardG into punchP25.3%
punchP into Rasen4P25.3%
Fusen Renkyaku6K+G12.6%
Nagiharai6P+K12.6%
Rasen4P into Rasen Urageri4PK12.6%
Rasen4P into kickK12.6%
Ryubisen44K+G12.6%
Ura Tsumujigeri44K12.6%
Yokoshutou4P+K into Sunebarai4P+KP12.6%
backdash into Gen'you4K+G12.6%

12 further openings account for the other 12 rounds.

Vanessa

Career
60–17 · 77.9%
This season
7 matches · 42.9%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: guard515.2%
Defensive Style: crouch dash back into evade down39.1%
Defensive Style: crouch dash back into guardG39.1%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP26.1%
Defensive Style: guard into kickK26.1%
Defensive Style: punch26.1%
Defensive Style: Sliding Low Kick13.0%
Defensive Style: backdash13.0%
Defensive Style: backdash into evade up13.0%
Defensive Style: backdash into punchP13.0%
Defensive Style: backdash into up, back punch+kick+guard84P+K+G13.0%
Defensive Style: crouch dash back13.0%
Defensive Style: crouch dash back into kickK13.0%
Defensive Style: evade down into Heavy HookP+K13.0%
Defensive Style: evade down into kickK13.0%

7 further openings account for the other 7 rounds.

Jean

Career
14–5 · 73.7%
This season
5 matches · 80.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Nozuchi1P+K210.0%
Nozuchi1P+K into guardG210.0%
crouch dash back into guardG210.0%
forward movement into punchP210.0%
Chudan Mawashigeri3K15.0%
backdash into backward movement15.0%
backward movement into punchP15.0%
crouch dash back into Chudan Mawashigeri3K15.0%
crouch dash back into backdash15.0%
evade down into Nozuchi1P+K15.0%
evade down into backdash15.0%
evade down into crouch dash back15.0%
guardG15.0%
guardG into Agezuki3P+K15.0%
guardG into Yoko'enpi6P15.0%

1 further openings account for the other 1 rounds.

Lion

Career
94–17 · 84.7%
This season
4 matches · 100.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into punchP321.4%
forward movement into punchP214.3%
guardG214.3%
guardG into throw escape214.3%
Juchou Senshou8P+K17.1%
evade down into punchP17.1%
guardG into evade down17.1%
punchP17.1%
punchP into evade up17.1%

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

  • Kage: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Lion: not tested (too few rounds)