VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

そんくん

  • Sarah
Career matches444
Career win rate57.7%
Round win rate51.7%
Peak rank28
Distinct opponents29
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1281 #3,185 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

Lei Fei2834218915355.3%
Sarah19102673565.7%

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

182 of 230 rounds counted

10.7 inputs a second (639 a minute) this season. Faster than 98% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei10.7639182

By opponent's character

Jacky10.764437
Jeffry11.66984
El Blaze10.160620
Jean10.663327
Akira11.468213
Kage10.160415
Goh11.267313
Pai10.160812
Wolf10.46259
Eileen10.36218
Lei Fei11.46847
Lion11.77045
Shun11.87117
Dural9.85905

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

Jacky102820.0%-32.5
Jeffry83537.5%-19.4
El Blaze75271.4%+25.4
Jean73442.9%-3.8
Akira52340.0%-5.4
Kage43175.0%+2.0
Goh31233.3%-38.1
Pai31233.3%-20.2
Wolf32166.7%+21.8
Eileen220100.0%+51.0
Lei Fei220100.0%+46.0
Lion220100.0%+53.6
Shun220100.0%+28.6
Dural110100.0%+47.1

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 Fence93633.3%-18.3
Single Wall95455.6%+0.9
Breakable Half Fence83537.5%-12.7
Full Fence86275.0%+23.6
Half Fence72528.6%-28.4
Full Fence and Open440100.0%+48.0
Octagon43175.0%+31.9
Open32166.7%+18.1
Rectangle220100.0%+46.0

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
Walls2955.2%51.5%+3.7
No walls2147.6%51.5%-3.9

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

え~る (Rank 27)2026/10/112020.0%
TERA (Rank 27)2026/10/0531233.3%
バジ松 (Rank 29)2026/10/04110100.0%
hahaha (Rank 29)2026/10/044040.0%
yusyusonna (Rank 26)2026/10/0453260.0%
manshi (Rank 35)2026/10/041010.0%
CELIS (Rank 28)2026/10/041010.0%
ずーさんZOOWOLF (Rank 26)2026/10/04110100.0%
48歳技覚えられないよ (Rank 27)2026/10/0253260.0%
elf4sale (Rank 30)2026/10/022020.0%
格雷希欧 (Rank 24)2026/10/02330100.0%
マクシミリアン15世 (Rank 30)2026/10/0231233.3%
ガリバー (Rank 30)2026/09/281010.0%
かりすまっくすさん★ (Rank 29)2026/09/282020.0%
砂の橋 (Rank 27)2026/09/28220100.0%
TaKaArAsHi573 (Rank 24)2026/09/28220100.0%
jackgnhang (Rank 28)2026/09/28110100.0%
ゅろぽ (Rank 24)2026/09/27110100.0%
somelight (Rank 26)2026/09/27110100.0%
MAXマンピー (Rank 17)2026/09/22220100.0%
dalmax72 (Rank 22)2026/03/31220100.0%
mokoha_jean (Rank 21)2026/03/31110100.0%
wasabuono (Rank 2)2026/03/28110100.0%
txmh21872 (Rank 1)2026/03/28110100.0%
swhy2008 (Rank 3)2026/03/2873442.9%

Round openings

Every character

backdash into Kaisei Tento1P+K2612.3%
backdash into backward movement125.7%
backdash into crouch104.7%
crouch into Bunkyaku3K94.2%
punchP into Sayu ShoukenPP94.2%
kickK83.8%
Kochouheki (Deflect)236P+K into Kinkei DokuritsuP+K73.3%
backdash into offensive move73.3%
backdash into Crescent Heel4K+G62.8%
Hide Side Kick (Deflect)P+K41.9%
backdash into Hai Shiki2P+K+G41.9%
kickK into evade down41.9%
punchP41.9%
Dantai4K into kickK31.4%
Niki Bunkyaku9K31.4%

70 further openings account for the other 96 rounds.

Counted from 54 of the 59 matches played. The rest were not pulled for openings.

Lei Fei

Career
189–153 · 55.3%
This season
49 matches · 51.0%
Peak rank
28

First hit in 58.1% of 172 rounds. Won 56.0% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kaisei Tento1P+K2615.1%
backdash into backward movement95.2%
backdash into crouch95.2%
crouch into Bunkyaku3K95.2%
punchP into Sayu ShoukenPP95.2%
kickK84.7%
Kochouheki (Deflect)236P+K into Kinkei DokuritsuP+K74.1%
backdash into offensive move74.1%
backdash into Hai Shiki2P+K+G42.3%
kickK into evade down42.3%
Dantai4K into kickK31.7%
Niki Bunkyaku9K31.7%
Sayu ShoukenPP into Renkan MahosuiPPP31.7%
forward movement into Kaisei Tento1P+K31.7%
offensive move31.7%

48 further openings account for the other 65 rounds.

Counted from 44 of the 49 matches played. The rest were not pulled for openings.

Sarah

Career
67–35 · 65.7%
This season
10 matches · 60.0%
Peak rank
19

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Crescent Heel4K+G615.0%
Hide Side Kick (Deflect)P+K410.0%
backdash into backward movement37.5%
Somersault Kick7K25.0%
crouch into Jackknife Middle Kick3KK25.0%
crouch into Squat Straight2P25.0%
evade up25.0%
Breeze Shot6P+K12.5%
Breeze Shot6P+K into crouch12.5%
Crescent Heel4K+G12.5%
Jab StraightPP into Flash Piston PunchPPP12.5%
Valkyrie Low1K+G12.5%
backdash into Dragon Smash Cannon1K12.5%
backdash into Quick Knee and Toe Kick6KK12.5%
backdash into Serpent Toe Kick2P+K12.5%

11 further openings account for the other 11 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Lei Fei: not tested (too few rounds)
  • Sarah: not tested (too few rounds)