VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lei Fei

easternyouth

  • Wolf
Career matches149
Career win rate57.0%
Round win rate54.2%
Peak rank22
Distinct opponents33
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1167 #3,507 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 Fei22145836257.2%
Wolf242250.0%

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

238 of 238 rounds counted

8.5 inputs a second (512 a minute) this season. Faster than 80% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei8.6513227
Wolf8.249111

By opponent's character

Akira8.651831
Wolf9.355635
Jeffry8.752234
Jacky8.349824
Aoi8.249223
Goh9.758011
Lau9.054112
Pai8.651511
Kage8.04808
Lei Fei8.04787
Lion7.34398
Sarah6.74027
Taka8.14886
Eileen8.35005
El Blaze8.65165
Jean8.85295
Shun7.84673
Vanessa7.64563

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

Akira95455.6%-3.1
Wolf93633.3%-13.3
Jeffry84450.0%-18.2
Jacky62433.3%-32.1
Aoi54180.0%+37.1
Goh3030.0%-68.9
Lau330100.0%+40.3
Pai32166.7%+15.0
Kage21150.0%-28.6
Lei Fei220100.0%+56.4
Lion220100.0%+57.6
Sarah220100.0%+34.2
Taka220100.0%+35.9
Eileen110100.0%+36.9
El Blaze1010.0%-36.1
Jean1010.0%-74.1
Shun110100.0%+71.8
Vanessa1010.0%-5.0

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

Octagon104640.0%-16.9
Open107370.0%+26.9
Full Fence84450.0%-15.9
Single Wall84450.0%-9.1
Rectangle74357.1%-4.5
Breakable Half Fence43175.0%+24.9
Breakable Full Fence31233.3%-12.7
Half Fence330100.0%+43.1
Low Fence3030.0%-59.1
Full Fence and Open220100.0%+32.0

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
Walls3554.3%57.2%-2.9
No walls2152.4%52.7%-0.3

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

豆次郎 (Rank 21)2026/07/08220100.0%
goonies (Rank 23)2026/07/04220100.0%
GENNEKI7367 (Rank 18)2026/07/0431233.3%
GWO (Rank 23)2026/07/0343175.0%
6132da (Rank 21)2026/07/0341325.0%
ぽの (Rank 21)2026/07/0231233.3%
委員ちょ (Rank 21)2026/07/02110100.0%
Misa02280907 (Rank 23)2026/07/0221150.0%
juha-papa (Rank 21)2026/06/29220100.0%
いぬてぃー (Rank 21)2026/06/27110100.0%
PaiDChan (Rank 18)2026/06/26110100.0%
jet-tekoki-lee (Rank 12)2026/06/254040.0%
방가방가 (Rank 21)2026/06/241010.0%
hugiaheua (Rank 11)2026/06/2132166.7%
aoich2025 (Rank 9)2026/06/21220100.0%
オティムティム (Rank 16)2026/06/21220100.0%
GORIchu (Rank 12)2026/06/2021150.0%
まどか (Rank 16)2026/06/2021150.0%
azn3_ayapin (Rank 5)2026/06/201010.0%
nidaimebannai (Rank 36)2026/06/181010.0%
heart233 (Rank 5)2026/06/1421150.0%
ヤサイアブラカラメJ (Rank 11)2026/06/142020.0%
BangJae (Rank 4)2026/06/11220100.0%
z5260 (Rank 2)2026/06/10220100.0%
jieraiya39 (Rank 26)2026/06/092020.0%

Round openings

Every character

offensive move2610.9%
backdash into Kaisei Tento1P+K198.0%
offensive move into evade down156.3%
Sayu ShoukenPP into Renkan MahosuiPPP135.5%
evade down into guardG135.5%
Shatenshou33P into Shaten Renshou33PP104.2%
guardG into evade down104.2%
offensive move into kickK104.2%
guardG83.4%
punchP into Sayu ShoukenPP83.4%
Kyuho Soufuken46P+K52.1%
backward movement into Katoken3P+K52.1%
Kochouheki (Deflect)236P+K41.7%
SokutankyakuK+G into Shishi DaichoukouK+GP41.7%
Dantai4K31.3%

65 further openings account for the other 85 rounds.

Lei Fei

Career
83–62 · 57.2%
This season
58 matches · 56.9%
Peak rank
22

First hit in 46.5% of 226 rounds. Won 58.1% of the rounds they struck first, 52.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

offensive move2611.4%
backdash into Kaisei Tento1P+K198.4%
offensive move into evade down156.6%
Sayu ShoukenPP into Renkan MahosuiPPP135.7%
evade down into guardG135.7%
Shatenshou33P into Shaten Renshou33PP104.4%
guardG into evade down104.4%
offensive move into kickK104.4%
guardG83.5%
punchP into Sayu ShoukenPP83.5%
Kyuho Soufuken46P+K52.2%
backward movement into Katoken3P+K52.2%
Kochouheki (Deflect)236P+K41.8%
SokutankyakuK+G into Shishi DaichoukouK+GP41.8%
Dantai4K31.3%

57 further openings account for the other 74 rounds.

Wolf

Career
2–2 · 50.0%
This season
3 matches · 33.3%
Peak rank
2

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Drop Kick62K218.2%
Elbow Butt4P19.1%
R.A.W. AvengerP+K+G19.1%
Screw Hook63214P into Screw Lariat63214PP19.1%
crouch dash forward into Arrow Knuckle3P19.1%
crouch dash forward into Elbow Butt4P19.1%
crouch dash forward into throwP+G19.1%
forward movement into Knuckle Part1PP19.1%
guardG into Face Lift Kick3K19.1%
offensive move into throwP+G19.1%

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)
  • Wolf: not tested (too few rounds)