VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

sose-moka000

  • El Blaze
  • Sarah
  • Jean
  • Jacky
  • Aoi
  • Vanessa
Career matches246
Career win rate93.9%
Round win rate79.7%
Peak rank27
Distinct opponents19
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1706 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

Lei Fei274643393.5%
Jean253430488.2%
Sarah263332197.0%
Aoi252625196.2%
Jacky252624292.3%
El Blaze252523292.0%
Vanessa2421210100.0%
Wolf—19190100.0%
Kage—1614287.5%

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

118 of 138 rounds counted

7.5 inputs a second (449 a minute) this season. Faster than 59% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze7.746441
Sarah7.243227
Jean7.746424
Jacky7.444219
Vanessa6.63977

By opponent's character

Akira8.047820
Aoi6.941220
Wolf7.645610
Jacky7.444516
Dural8.450612
Eileen7.74629
Jean6.74008
Lau8.04806
Lion7.34376
Taka6.63977
Jeffry7.24344

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

Akira880100.0%+2.3
Aoi65183.3%-17.5
Wolf550100.0%+2.7
Jacky440100.0%+3.2
Dural330100.0%+2.7
Eileen220100.0%+2.4
Jean220100.0%+12.4
Lau220100.0%+1.1
Lion220100.0%+3.4
Taka220100.0%+0.7
Jeffry110100.0%+5.4

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

Full Fence550100.0%+1.8
Breakable Half Fence43175.0%-26.0
Low Fence440100.0%+1.5
Octagon440100.0%+1.6
Open440100.0%+3.2
Rectangle440100.0%+2.5
Single Wall440100.0%+7.9
Breakable Full Fence220100.0%+4.0
Full Fence and Open110100.0%+5.4
Half Fence110100.0%+1.4

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
Walls2095.0%98.1%-3.1
No walls12100.0%96.2%+3.8

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

オニヤンマくん (Rank 26)2026/10/08330100.0%
マクシミリアン15世 (Rank 31)2026/10/07220100.0%
みつお (Rank 24)2026/10/07110100.0%
ukishiro (Rank 24)2026/09/22110100.0%
camelvf (Rank 26)2026/09/22220100.0%
naowai (Rank 22)2026/09/22220100.0%
yasai (Rank 21)2026/09/22220100.0%
けつ毛バーガー相場 (Rank 23)2026/08/21220100.0%
パニガーレ (Rank 23)2026/08/21220100.0%
kinoppy0126 (Rank 21)2026/08/18220100.0%
弱者 (Rank 29)2026/08/18220100.0%
UMAGON (Rank 26)2026/08/17110100.0%
aaaaa114270 (Rank 25)2026/08/17110100.0%
김코난 (Rank 25)2026/08/17220100.0%
PayGoriBooLee (Rank 21)2026/06/20220100.0%
Martin1833 (Rank 24)2026/05/2732166.7%
TaKaArAsHi573 (Rank 25)2026/05/27220100.0%
こて (Rank 25)2026/05/11220100.0%
MATSUNAGAAKIRA.REBOOT (Rank 27)2026/04/19330100.0%

Round openings

Every character

backdash into guardG1513.2%
guardG87.0%
Hide Side Kick (Deflect)P+K43.5%
backdash into Demon's Tail9P+KK43.5%
backdash into evade down43.5%
crouch dash back into guardG43.5%
backdash into Darkness Sword43K+G32.6%
backdash into crouch dash back32.6%
crouch into Middle Kick3K32.6%
Dash Hammer Kick66K into High Angle Upper Kick6K21.8%
backdash into Midday HeatKK21.8%
backdash into kickK21.8%
crouch into Bunkyaku3K21.8%
kickK21.8%
Backswing Rocket1P+K10.9%

55 further openings account for the other 55 rounds.

El Blaze

Career
23–2 · 92.0%
This season
11 matches · 100.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Demon's Tail9P+KK49.8%
backdash into guardG49.8%
backdash into Darkness Sword43K+G37.3%
crouch into Middle Kick3K37.3%
backdash into Midday HeatKK24.9%
backdash into crouch dash back24.9%
crouch dash back into guardG24.9%
guardG24.9%
Backswing Rocket1P+K12.4%
Rolling Low Knuckle1P12.4%
Shadow Strike6P12.4%
Sit Jab2P12.4%
backdash into Head Smash Kick46K12.4%
backdash into Jumping Hammer Knuckle8P+K12.4%
backdash into Rocket Discharge6P+K+G12.4%

12 further openings account for the other 12 rounds.

Sarah

Career
32–1 · 97.0%
This season
8 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG518.5%
Hide Side Kick (Deflect)P+K414.8%
guardG27.4%
Sharpsword44K into Sharpsword Combo44KK13.7%
backdash into Crescent Heel4K+G13.7%
backdash into Hide Side Kick (Deflect)P+K13.7%
backdash into Rising Elbow6P13.7%
backdash into Stiletto66K13.7%
backdash into crouch dash back13.7%
backdash into evade down13.7%
crouch dash back into Hide Side Kick (Deflect)P+K13.7%
crouch into Jackknife Middle Kick3KK13.7%
forward dash into Full Spin Heel Kick9K13.7%
forward dash into Valkyrie Sword1K+GK13.7%
forward dash into guardG13.7%

4 further openings account for the other 4 rounds.

Jacky

Career
24–2 · 92.3%
This season
5 matches · 80.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG631.6%
guardG315.8%
Dash Hammer Kick66K into High Angle Upper Kick6K210.5%
Bil Jee6P+K15.3%
backdash into Beat & Back KnuckleP+KP15.3%
backdash into evade down15.3%
backdash into punchP15.3%
crouch into guardG15.3%
forward dash into Middle Smash Sword6PK15.3%
forward dash into Slant Back Knuckle1P15.3%
throwP+G into Standing Knee Kick4K15.3%

Lei Fei

Career
43–3 · 93.5%
This season
3 matches · 100.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Bunkyaku3K216.7%
Gaiken6P+K into Gaida Santen6P+KP18.3%
Gaiken6P+K into punch+kick+guardP+K+G18.3%
Rigoutai6K18.3%
backdash into Kongou HekikenP+KP18.3%
backdash into Kyo Shiki4P+K+G18.3%
backdash into Rigoutai6K18.3%
backdash into evade down18.3%
backdash into offensive move18.3%
forward dash into Dantai4K18.3%
punchP into Kakushu Suirengeki6PP18.3%

Aoi

Career
25–1 · 96.2%
This season
2 matches · 100.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into guardG225.0%
Sanseigan66P+K112.5%
backdash into kickK112.5%
backdash into throw escape112.5%
guardG112.5%
guardG into ShigureK+G112.5%
kickK112.5%

Vanessa

Career
21–0 · 100.0%
This season
2 matches · 100.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Set-up (Offensive Style)114.3%
Offensive Style: backdash into evade up114.3%
Offensive Style: forward dash into guardG114.3%
Offensive Style: guard into kickK114.3%
Offensive Style: guard into throw escape114.3%
Offensive Style: punch into Body Blow6P114.3%
Offensive Style: punch into Body Blow~Bullet Hook6PP114.3%

Not counted here: Jean. Their matches were not pulled for openings.

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

  • El Blaze: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)