VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

SuperKumaFGC

  • Lei Fei
Career matches1,210
Career win rate56.8%
Round win rate44.6%
Peak rank28
Distinct opponents28
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1503 #1,993 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

Wolf2896853443455.2%
Lei Fei252271418662.1%
Jacky—1512380.0%

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

255 of 437 rounds counted

6.0 inputs a second (362 a minute) this season. Faster than 19% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.1368131
Lei Fei5.9357124

By opponent's character

Jacky6.036161
Sarah6.035967
Wolf6.438325
Akira6.136419
Jeffry5.23143
Goh5.935531
Brad6.43835
Lei Fei6.136627
Shun6.03629
Taka6.03588

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

Jacky1821611.1%-34.5
Sarah1810855.6%+23.7
Wolf145935.7%-13.7
Akira117463.6%+31.7
Jeffry97277.8%+12.3
Goh82625.0%-14.7
Brad62433.3%-3.0
El Blaze63350.0%+12.5
Lei Fei62433.3%+0.2
Shun51420.0%-30.4
Jean32166.7%+25.5
Taka2020.0%-7.4
Lau110100.0%+53.6

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

Breakable Half Fence1710758.8%+6.2
Half Fence1661037.5%-5.6
Single Wall145935.7%-7.1
Rectangle124833.3%-9.0
Full Fence96366.7%+32.8
Breakable Full Fence84450.0%-1.5
Low Fence83537.5%+10.4
Octagon62433.3%-6.3
Full Fence and Open42250.0%+30.3
Open32166.7%+39.2

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
Walls6847.1%45.0%+2.1
No walls2540.0%35.8%+4.2

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

F.C.J. (Rank 22)2026/08/22440100.0%
freddy (Rank 19)2026/07/31550100.0%
tenpai (Rank 32)2026/07/181010.0%
DDRMONKEY (Rank 25)2026/07/1874357.1%
gainkiller (Rank 27)2026/07/18220100.0%
LethalLegendK (Rank 29)2026/07/121631318.8%
Hoophoop (Rank 21)2026/07/122020.0%
ItsameBS (Rank 33)2026/07/1262433.3%
banok (Rank 40)2026/07/112020.0%
Zaddynumnums (Rank 22)2026/06/27220100.0%
AsaAkira (Rank 30)2026/06/218080.0%
Seawolf (Rank 29)2026/05/2841325.0%
Tekhne (Rank 21)2026/05/2842250.0%
twshsin (Rank 22)2026/05/24220100.0%
H.P.Starcraft (Rank 30)2026/05/0931233.3%
bigsizefrenchfries (Rank 25)2026/04/26110100.0%
legendaryhero (Rank 29)2026/04/2631233.3%
iKillYouXChicken (Rank 37)2026/04/184040.0%
SugarBear (Rank 31)2026/04/182020.0%
johncha (Rank 21)2026/04/1821150.0%
SalsaInABowl (Rank 28)2026/04/1863350.0%
ROOBY (Rank 24)2026/04/12220100.0%
BradLeeBryant (Rank 28)2026/04/1052340.0%
Meowkins (Rank 26)2026/04/1082625.0%
AWPthonydust_2ano (Rank 27)2026/03/2732166.7%

Round openings

Every character

Quick Shoulder66P+K204.5%
Arrow Knuckle3P184.1%
forward movement into Elbow Butt4P184.1%
throw escape163.6%
Toushou66P133.0%
Low Drop Kick62K102.3%
throwP+G102.3%
crouch dash forward into throw escape92.0%
punchP into Jab StraightPP92.0%
crouch dash back into Kaisei Tento1P+K81.8%
crouch dash back into Mow Down Chop1P+K81.8%
evade down into Elbow Butt4P81.8%
evade down into crouch dash forward81.8%
punchP into kickK81.8%
crouch dash back71.6%

157 further openings account for the other 270 rounds.

Wolf

Career
534–434 · 55.2%
This season
78 matches · 39.7%
Peak rank
28

First hit in 42.0% of 312 rounds. Won 48.1% of the rounds they struck first, 42.0% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Quick Shoulder66P+K206.3%
Arrow Knuckle3P185.7%
forward movement into Elbow Butt4P185.7%
throw escape144.4%
Low Drop Kick62K103.2%
punchP into Jab StraightPP92.9%
crouch dash back into Mow Down Chop1P+K82.5%
evade down into Elbow Butt4P82.5%
punchP into kickK82.5%
throwP+G82.5%
crouch dash forward into Elbow Butt4P72.2%
punchP72.2%
Elbow Butt4P into punchP61.9%
R.A.W. AvengerP+K+G61.9%
crouch dash back61.9%

100 further openings account for the other 163 rounds.

Lei Fei

Career
141–86 · 62.1%
This season
29 matches · 44.8%
Peak rank
25

First hit in 41.1% of 124 rounds. Won 51.0% of the rounds they struck first, 39.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Toushou66P1310.5%
crouch dash back into Kaisei Tento1P+K86.5%
crouch dash back into Rousou Senka43P54.0%
crouch dash back into Tenshi Ryusentai6K+G54.0%
SokutankyakuK+G into Shishi DaichoukouK+GP43.2%
crouch dash back into Niki Bunkyaku9K43.2%
evade down into crouch dash forward43.2%
offensive move43.2%
Kochouheki (Deflect)236P+K32.4%
crouch dash forward into throw escape32.4%
evade down into throw escape32.4%
punchP into Sayu ShoukenPP32.4%
Katoken3P+K into Haisetsukou39P+KP21.6%
Zaban Hekishou66P+K21.6%
crouch dash back into offensive move21.6%

55 further openings account for the other 59 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 (8 here; about 0.4 would come up by chance alone before the correction).

Tests behind each character's list

  • Wolf: 0 of 8 tests hold up
  • Lei Fei: not tested (too few rounds)