VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lion

ヤートン

Career matches3,864
Career win rate53.3%
Round win rate50.1%
Peak rank41
Distinct opponents232
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1750 #576 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

Lion413,8642,0611,80353.3%

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

3,463 of 4,363 rounds counted

7.6 inputs a second (458 a minute) this season. Faster than 63% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.64583,463

By opponent's character

Akira7.9475379
Lau7.7460372
Jacky7.5448318
Kage8.0483218
Lion7.5452203
Shun7.6459205
Vanessa7.4444204
Aoi7.5449200
Brad7.6456222
Lei Fei7.4444230
Sarah7.5448152
El Blaze7.9472163
Jean7.6454132
Jeffry8.148466
Taka7.6459115
Wolf7.746475
Goh7.545080
Pai7.5450109
Eileen7.444220

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

Akira120576347.5%-0.9
Lau103505348.5%-1.1
Jacky89414846.1%-5.4
Kage74443059.5%+7.7
Lion68353351.5%+1.0
Shun68363252.9%+3.3
Vanessa63382560.3%+10.6
Aoi60233738.3%-14.1
Brad60382263.3%+13.3
Lei Fei59213835.6%-6.9
Sarah53282552.8%+1.8
El Blaze47182938.3%-5.8
Jean45252055.6%+1.3
Jeffry45143131.1%-19.7
Taka37172046.0%-2.2
Wolf33181554.5%+2.9
Goh3022873.3%+17.9
Pai30171356.7%+1.0
Eileen51420.0%-20.1
Dural330100.0%+46.1

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Rectangle135686750.4%-0.2
Open124675754.0%+3.5
Single Wall120586248.3%-1.5
Breakable Half Fence105584755.2%+5.4
Breakable Full Fence104436141.4%-10.8
Half Fence104495547.1%-1.6
Octagon100475347.0%-4.9
Full Fence99495049.5%+2.8
Low Fence80433753.8%+4.8
Full Fence and Open54282651.9%+2.6

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
Walls64748.5%49.9%-1.3
No walls32451.9%50.1%+1.8

Walls against open: -3.1 points (95% range -10.2 to +3.9), p 0.383 — 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

banjar (Rank 38)2026/10/14115645.5%
うるヲ参拾 (Rank 38)2026/10/14114736.4%
manatsu_7 (Rank 42)2026/10/111771041.2%
妹に運転を教える (Rank 39)2026/10/112517868.0%
硬め濃いめ少なめお米 (Rank 42)2026/10/10114736.4%
愛蒔らぶり (Rank 41)2026/10/101811761.1%
きっちょむ (Rank 41)2026/10/09156940.0%
VF12360-PC (Rank 36)2026/09/302417770.8%
Aki (Rank 41)2026/09/28123925.0%
天我 (Rank 39)2026/09/27128466.7%
マハリータまるこ (Rank 41)2026/09/2729121741.4%
ひらがなであおき (Rank 41)2026/09/271831516.7%
LOBO (Rank 39)2026/09/27126650.0%
ゲッパー (Rank 38)2026/09/271514193.3%
寿司眼鉄 (Rank 37)2026/09/251610662.5%
いくお (Rank 42)2026/09/252031715.0%
堂島様 (Rank 43)2026/09/241871138.9%
サムシングまさお (Rank 39)2026/09/172071335.0%
jinmenusagi (Rank 42)2026/09/171651131.2%
<blank> (Rank 40)2026/09/161913668.4%
たまつばき (Rank 42)2026/09/11147750.0%
ドランクン//Konpay (Rank 39)2026/09/1123121152.2%
デビブル (Rank 42)2026/08/30124833.3%
KumadaP (Rank 35)2026/04/10128466.7%
バルゴ・デミーラ (Rank 38)2026/04/09171165.9%

Round openings

Lion

Career
2,061–1,803 · 53.3%
This season
1,092 matches · 50.0%
Peak rank
41

First hit in 50.6% of 3,969 rounds. Won 53.6% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 52.0% of rounds, against 40.4% in their other rounds.
  • Against Akira: backs off first in 47.4% of rounds, against 28.3% against everyone else.
  • On Rectangle stages: attacks straight away in 41.0% of rounds, against 21.6% on the other stages.
  • After opening the round before by attacking: attacks straight away in 30.0% of rounds, against 23.5% after anything else.
  • After winning a round: attacks straight away in 29.8% of rounds, against 20.4% after losing one.
  • When ahead: attacks straight away in 30.4% of rounds, against 21.0% when level or behind.
  • In round 2: opens with “forward movement into P punch” in 9.2% of rounds, against 5.6% in their other rounds.
  • Against Akira: opens with “backdash into 4K Sentai” in 12.2% of rounds, against 3.5% against everyone else.
  • On Open stages: opens with “8P+K Juchou Senshou” in 9.1% of rounds, against 5.8% on the other stages.
  • After winning a round: opens with “backdash into 4K Sentai” in 7.7% of rounds, against 3.5% after losing one.
  • When ahead: opens with “backdash into 4K Sentai” in 8.1% of rounds, against 3.6% when level or behind.

How is this tested?

forward dash into throw escape3007.5%
forward movement into punchP2606.5%
Juchou Senshou8P+K2476.2%
backdash into Sentai4K1744.4%
forward dash into evade down1614.0%
backdash into kickK1333.3%
backdash into Dantai3K1313.3%
Katousui2P1032.6%
Tourou Hassou41236P952.4%
backdash into Senshippo66P942.4%
Banchu6P892.2%
Touku Rigou Bantaitetsu46K+G into forward movement892.2%
forward dash into Banchu Renkanshu6PP862.1%
forward dash into guardG862.1%
backdash into Tanhikyaku46K781.9%

278 further openings account for the other 1,866 rounds.

Counted from 1,000 of the 1,092 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
Akira26–34 · 43%12–14 · 46%too few to test
Lau26–30 · 46%15–13 · 54%too few to test
Jacky21–24 · 47%8–10 · 44%too few to test
Lion16–17 · 48%17–16 · 52%-4.1
Shun27–21 · 56%8–9 · 47%too few to test
Kage24–15 · 62%13–6 · 68%too few to test
Aoi15–27 · 36%7–9 · 44%too few to test
Vanessa14–16 · 47%17–7 · 71%too few to test
Lei Fei12–22 · 35%5–4 · 56%too few to test
Brad21–13 · 62%7–5 · 58%too few to test
Sarah17–14 · 55%6–6 · 50%too few to test
El Blaze13–17 · 43%1–6 · 14%too few to test
Jeffry4–11 · 27%6–15 · 29%too few to test
Jean14–12 · 54%4–2 · 67%too few to test
Taka12–10 · 55%5–8 · 38%too few to test
Goh13–6 · 68%7–2 · 78%too few to test
Wolf3–7 · 30%7–6 · 54%too few to test
Pai7–5 · 58%4–5 · 44%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

92 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 (18 here; about 0.9 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: 11 of 18 tests hold up