VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

こう

  • Sarah
  • El Blaze
  • Pai
  • Jacky
Career matches3,044
Career win rate45.3%
Round win rate48.2%
Peak rank26
Distinct opponents513
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1225 #3,369 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

Lion252,0568971,15943.6%
Sarah2691345845550.2%
El Blaze1852223042.3%
Pai161921710.5%
Jacky1641325.0%

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

4,965 of 5,571 rounds counted

5.7 inputs a second (339 a minute) this season. Faster than 11% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion5.73433,513
Sarah5.53311,386
Pai5.332044
Jacky5.733922

By opponent's character

Akira5.8346597
Jacky5.6335477
Aoi5.7340456
Wolf5.8350403
Shun5.8346395
Sarah5.4326375
Pai5.6339281
Lion5.8347223
Goh5.6337209
Jeffry5.8347250
Kage5.6335199
Brad5.7340195
Lei Fei5.4326185
Lau5.6334175
Vanessa5.6337113
El Blaze5.4324113
Eileen5.4326114
Jean5.5332101
Taka5.834782
Dural5.734222

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

Akira166907654.2%+5.1
Jacky135567941.5%-1.9
Aoi133716253.4%+7.8
Wolf114377732.5%-10.9
Shun111714064.0%+16.1
Sarah99396039.4%-5.0
Pai85364942.4%-1.7
Lion73363749.3%-0.5
Goh64313348.4%+3.4
Jeffry63214233.3%-11.7
Kage58203834.5%-11.2
Brad54203437.0%-8.6
Lei Fei51232845.1%-4.4
Lau50242648.0%-0.8
Vanessa3223971.9%+26.9
El Blaze31131841.9%-4.1
Eileen30151550.0%+6.1
Jean2662023.1%-15.5
Taka2381534.8%-7.5
Dural74357.1%+20.8

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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 Fence150698146.0%-0.5
Full Fence149628741.6%-6.8
Open149648543.0%-1.8
Breakable Half Fence143647944.8%-0.5
Single Wall143786554.5%+10.3
Octagon138627644.9%-0.6
Half Fence133607345.1%-1.0
Low Fence125557044.0%-0.8
Rectangle110614955.5%+8.5
Full Fence and Open100406040.0%-4.2

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
Walls82345.9%46.4%-0.5
No walls41747.2%44.9%+2.4

Walls against open: -2.8 points (95% range -8.9 to +3.2), p 0.363 — 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

K.K.カブキモノ (Rank 21)2026/10/18128466.7%
smogh (Rank 22)2026/10/17127558.3%
neco (Rank 22)2026/10/14118372.7%
Lucifer-1971 (Rank 23)2026/10/14126650.0%
つのさん (Rank 23)2026/10/131712570.6%
nihikibito (Rank 26)2026/10/1182625.0%
maeK55 (Rank 22)2026/10/10109190.0%
nyu_necoginjo (Rank 28)2026/10/1081712.5%
kanreki-jijii (Rank 22)2026/10/102091145.0%
zxyzguy (Rank 25)2026/09/30112918.2%
Siva-Duke (Rank 24)2026/09/291631318.8%
委員ちょ (Rank 21)2026/09/2287187.5%
tsuna-sand274 (Rank 26)2026/09/17156940.0%
O.J.A (Rank 21)2026/09/14118372.7%
ぴろ (Rank 23)2026/09/12113827.3%
makmak_80 (Rank 23)2026/09/1195455.6%
kota_mofumofu (Rank 24)2026/09/08159660.0%
RX-7FD3S-Type-RS (Rank 24)2026/08/31101910.0%
くっきー爆弾 (Rank 21)2026/08/05880100.0%
yonchi41 (Rank 21)2026/07/23108280.0%
TARO___9 (Rank 23)2026/07/1783537.5%
たかティン (Rank 22)2026/07/14138561.5%
hide2480gt (Rank 21)2026/06/1696366.7%
sk901 (Rank 21)2026/05/3184450.0%
おだんごたべたい (Rank 21)2026/05/1285362.5%

Round openings

Every character

guardG into evade up56710.7%
guardG into Kousoutai2K+G4077.7%
backdash into Crescent Heel4K+G3035.7%
backdash into Kishitsu Kasensou43P2715.1%
guardG into evade down2484.7%
guardG2104.0%
Sentai4K into Sentai Shumen4KP1983.7%
Stiletto66K1713.2%
evade down into guardG1512.8%
Leg Slicer2K+G1192.2%
backdash into Shicchi Soutai3K+G1011.9%
backdash into Switch Kick4K891.7%
crouch dash back into guardG661.2%
Kousoutai2K+G541.0%
evade down531.0%

448 further openings account for the other 2,310 rounds.

Counted from 1,342 of the 1,405 matches played. The rest were not pulled for openings.

Lion

Career
897–1,159 · 43.6%
This season
883 matches · 44.4%
Peak rank
25

First hit in 49.6% of 3,248 rounds. Won 52.2% of the rounds they struck first, 43.0% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 16.1% of rounds, against 8.7% in their other rounds.
  • Against Eileen: moves in first in 6.9% of rounds, against 0.6% against everyone else.
  • After opening the round before by waiting: backs off first in 29.3% of rounds, against 18.7% after anything else.
  • In round 1: opens with “G guard into 2K+G Kousoutai” in 17.9% of rounds, against 10.7% in their other rounds.
  • Against Wolf: opens with “G guard into evade down” in 13.4% of rounds, against 4.7% against everyone else.
  • After opening the round before with “G guard into 2K+G Kousoutai”: opens with “backdash into 43P Kishitsu Kasensou” in 17.9% of rounds, against 7.4% after anything else.
  • When the score is level: opens with “G guard into evade down” in 6.9% of rounds, against 4.9% when ahead or behind.

How is this tested?

guardG into Kousoutai2K+G40712.5%
guardG into evade up40312.4%
backdash into Kishitsu Kasensou43P2718.3%
Sentai4K into Sentai Shumen4KP1986.1%
guardG into evade down1735.3%
guardG1253.8%
backdash into Shicchi Soutai3K+G1013.1%
evade down into guardG581.8%
Kousoutai2K+G541.7%
Shicchi Soutai3K+G521.6%
evade down521.6%
evade up into Kousoutai2K+G491.5%
evade down into Kousoutai2K+G451.4%
guardG into Tanhikyaku46K451.4%
punchP into kickK441.4%

248 further openings account for the other 1,180 rounds.

Counted from 820 of the 883 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
Akira31–34 · 48%19–8 · 70%too few to test
Shun30–22 · 58%11–8 · 58%too few to test
Jacky12–32 · 27%13–10 · 57%too few to test
Aoi23–14 · 62%9–15 · 38%too few to test
Sarah18–20 · 47%5–13 · 28%too few to test
Wolf10–23 · 30%6–12 · 33%too few to test
Jeffry12–18 · 40%3–4 · 43%too few to test
Brad11–18 · 38%3–8 · 27%too few to test
Pai11–11 · 50%5–9 · 36%too few to test
Goh8–8 · 50%6–6 · 50%too few to test
Lion5–12 · 29%11–7 · 61%too few to test
Kage11–12 · 48%1–5 · 17%too few to test
Lau6–11 · 35%7–0 · 100%too few to test
Lei Fei5–11 · 31%4–1 · 80%too few to test
Jean3–8 · 27%2–7 · 22%too few to test
Vanessa5–6 · 45%5–0 · 100%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.

63 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?

Sarah

Career
458–455 · 50.2%
This season
462 matches · 49.8%
Peak rank
26

First hit in 51.0% of 1,804 rounds. Won 54.9% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 8.9% of rounds, against 2.4% in their other rounds.
  • Against Goh: backs off first in 49.4% of rounds, against 30.4% against everyone else.
  • After the opponent opened the round before by backing off: attacks straight away in 28.1% of rounds, against 20.6% after anything else.
  • In round 2: opens with “backdash into 4K+G Crescent Heel” in 21.5% of rounds, against 15.0% in their other rounds.
  • Against Aoi: opens with “2K+G Leg Slicer” in 11.6% of rounds, against 5.8% against everyone else.
  • After opening the round before with “66K Stiletto”: opens with “2K+G Leg Slicer” in 15.8% of rounds, against 5.8% after anything else.
  • After losing a round: opens with “backdash into 4K Switch Kick” in 6.9% of rounds, against 4.7% after winning one.

How is this tested?

backdash into Crescent Heel4K+G30316.6%
Stiletto66K1719.4%
guardG into evade up1548.4%
Leg Slicer2K+G1196.5%
backdash into Switch Kick4K894.9%
guardG814.5%
evade down into guardG804.4%
guardG into evade down693.8%
crouch dash back into guardG472.6%
guardG into Crescent Heel4K+G452.5%
guardG into Serpent Smash Cannon2P+KK412.2%
evade up into Serpent Smash Cannon2P+KK331.8%
crouch dash back into Crescent Heel4K+G301.6%
forward movement into punchP271.5%
guardG into Serpent Toe Kick2P+K241.3%

138 further openings account for the other 509 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky22–14 · 61%4–7 · 36%too few to test
Aoi26–12 · 68%4–10 · 29%too few to test
Akira11–14 · 44%12–6 · 67%too few to test
Pai13–17 · 43%2–6 · 25%too few to test
Wolf9–8 · 53%4–10 · 29%too few to test
Lion6–8 · 43%3–3 · 50%too few to test
Shun16–1 · 94%3–1 · 75%too few to test
Sarah7–8 · 47%5–4 · 56%too few to test
Goh7–5 · 58%5–4 · 56%too few to test
Kage6–13 · 32%1–0 · 100%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?

El Blaze

Career
22–30 · 42.3%
This season
44 matches · 45.5%
Peak rank
18

First hit in 36.4% of 173 rounds. Won 46.0% of the rounds they struck first, 43.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG137.5%
backdash into guardG126.9%
crouch dash back into guardG105.8%
Shadow Lance66K84.6%
backdash into Head Smash Kick46K84.6%
guardG into backdash84.6%
guardG into evade down63.5%
guardG into evade up63.5%
backdash52.9%
evade up into Jumping Hammer Knuckle8P+K52.9%
Head Smash Kick46K42.3%
Middle Kick3K42.3%
guardG42.3%
guardG into crouch dash back42.3%
crouch dash back into backdash31.7%

55 further openings account for the other 73 rounds.

Pai

Career
2–17 · 10.5%
This season
11 matches · 9.1%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Honshin Soukyaku1K+G920.4%
guardG into evade up36.8%
Rikensui1P24.5%
Senchutai3K24.5%
Senkyaku Chushou3KP into Renkan Soukashou3KPP24.5%
evade up into Senchutai3K24.5%
guardG into Honshin Soukyaku1K+G24.5%
guardG into Renkan Soukashou3KPP24.5%
Bajou Kaikyuu236P12.3%
Danshitsu6K into Danshitsu Senshou6KP12.3%
Ensei Haijinkyaku7K+G12.3%
Ensei Haijinkyaku7K+G into guardG12.3%
Honshin Soukyaku1K+G into guardG12.3%
Kochoukyaku4K+G12.3%
Shi'en Settai2K+G into evade down12.3%

13 further openings account for the other 13 rounds.

Jacky

Career
1–3 · 25.0%
This season
5 matches · 20.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Spin Kick1K+G313.6%
Dash Hammer Kick66K29.1%
Middle Kick3K into Middle Kick~Jab3KP29.1%
Spinning KickK+G into Spinning Kick Low Spin KickK+GK29.1%
Beat KnuckleP+K into Beat & Back KnuckleP+KP14.5%
Middle Kick3K14.5%
Middle Spin Kick46K+G14.5%
Smash Straight3P into Lightning Back Knuckle3PPP14.5%
backdash into Spin Heel Sword4K+G14.5%
backdash into Spinning Kick Low Spin KickK+GK14.5%
backdash into Standing Knee Kick4K14.5%
evade up into guardG14.5%
guardG into Dash Hammer Kick66K14.5%
guardG into Fake Elbow Back Knuckle2KPP14.5%
guardG into High Angle Upper Kick6K14.5%

2 further openings account for the other 2 rounds.

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 (34 here; about 1.7 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 18 tests hold up
  • Sarah: 7 of 16 tests hold up
  • El Blaze: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Jacky: not tested (too few rounds)