VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lei Fei

せいねん

  • Brad
  • Akira
  • Jeffry
  • Sarah
  • Pai
  • Lau
Career matches942
Career win rate74.7%
Round win rate60.8%
Peak rank40
Distinct opponents168
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1749 #578 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 Fei4043628415265.1%
Brad352431964780.7%
Akira331421142880.3%
Lau305652492.9%
Jeffry304138392.7%
Sarah271613381.2%
Pai2687187.5%

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

1,055 of 1,055 rounds counted

10.0 inputs a second (600 a minute) this season. Faster than 95% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei10.1606481
Brad9.4562261
Akira10.8647141
Jeffry10.060272
Sarah9.858542
Pai9.959433
Lau10.361625

By opponent's character

Akira10.0602123
Kage9.959497
Pai9.858879
Jacky10.462584
Lion9.959577
Sarah9.657477
Brad9.959468
Jean10.261155
Jeffry10.261450
Aoi9.758047
Lau10.260950
Shun10.160747
Vanessa10.059947
Wolf10.663648
Eileen9.557036
Lei Fei10.059926
Goh10.060022
El Blaze10.362111
Taka9.557011

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

Akira3125680.7%+14.7
Kage2418675.0%+1.7
Pai2117481.0%+15.7
Jacky2014670.0%-0.9
Lion2012860.0%-7.2
Sarah2012860.0%-10.3
Brad179852.9%-14.3
Jean1411378.6%+6.5
Jeffry1411378.6%+13.8
Aoi127558.3%-8.6
Lau128466.7%-3.7
Shun1210283.3%+13.6
Vanessa128466.7%-6.8
Wolf129375.0%+6.6
Eileen93633.3%-34.5
Lei Fei73442.9%-22.1
Goh64266.7%-3.0
El Blaze32166.7%+2.0
Taka32166.7%+3.0

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Single Wall35221362.9%-5.9
Half Fence32181456.2%-14.1
Rectangle31201164.5%+0.8
Low Fence3024680.0%+7.2
Octagon2521484.0%+19.4
Open2416866.7%-1.7
Breakable Full Fence2315865.2%-6.4
Full Fence2314960.9%-7.1
Breakable Half Fence1813572.2%-1.0
Full Fence and Open1110190.9%+25.8

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15266.4%68.0%-1.6
No walls8969.7%69.9%-0.3

Walls against open: -1.3 points (95% range -14.4 to +11.9), p 0.848 — 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

R.I.PRJMitte. (Rank 41)2026/10/1841325.0%
じゃんぬ兄(公認) (Rank 37)2026/10/1632166.7%
緑黄色パンサイ (Rank 37)2026/10/16330100.0%
上八丁掘アキラ (Rank 38)2026/10/1632166.7%
RUSH (Rank 38)2026/10/163030.0%
自作マニア@むめい。 (Rank 41)2026/10/1542250.0%
ねこまじん (Rank 33)2026/10/1441325.0%
Rosagigantea (Rank 29)2026/10/14440100.0%
abutora136 (Rank 28)2026/10/1332166.7%
デビブル (Rank 40)2026/10/1332166.7%
a.k.aとりてん (Rank 38)2026/10/1332166.7%
かべごん (Rank 38)2026/10/1332166.7%
hitosasiyubi777 (Rank 38)2026/10/1342250.0%
Saibo_season2 (Rank 38)2026/10/1032166.7%
おこげ (Rank 37)2026/10/10330100.0%
昆虫ちゃん (Rank 40)2026/10/1031233.3%
Tokkovanessa_VF (Rank 42)2026/10/10330100.0%
FreddieKing (Rank 27)2026/10/1032166.7%
dorobonyanko (Rank 32)2026/10/1032166.7%
abs (Rank 30)2026/10/10220100.0%
ひかる (Rank 41)2026/10/0631233.3%
d0ragonryu721435 (Rank 29)2026/10/05330100.0%
manatsu_7 (Rank 42)2026/10/0451420.0%
竿インパクト渡り (Rank 42)2026/10/04550100.0%
JimmyPKG (Rank 16)2026/09/146060.0%

Round openings

Every character

backdash into evade up5311.0%
crouch dash back into guardG265.4%
backdash into evade down163.3%
forward movement into punchP163.3%
Dantai4K153.1%
guardG153.1%
backdash into punchP132.7%
evade down into guardG132.7%
punchP into crouch dash forward112.3%
backdash into throw escape102.1%
forward dash into evade up102.1%
backdash into offensive move81.7%
crouch dash back into evade down81.7%
Middle Spin Kick66K into Ten Kao6K71.5%
backdash into Sway Back4P+K+G71.5%

157 further openings account for the other 252 rounds.

Counted from 125 of the 250 matches played. The rest were not pulled for openings.

Brad

Career
196–47 · 80.7%
This season
70 matches · 78.6%
Peak rank
35

First hit in 54.5% of 242 rounds. Won 72.7% of the rounds they struck first, 60.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into guardG187.4%
backdash into evade up177.0%
guardG135.4%
evade down into guardG83.3%
punchP into crouch dash forward83.3%
Middle Spin Kick66K into Ten Kao6K72.9%
backdash into Sway Back4P+K+G72.9%
backdash into Stop Kick4K62.5%
backdash into evade down52.1%
crouch dash forward into guardG52.1%
forward movement into punchP52.1%
guardG into evade down52.1%
Stop Kick4K41.6%
backdash into throw escape41.6%
crouch dash back into evade down41.6%

90 further openings account for the other 126 rounds.

Counted from 65 of the 70 matches played. The rest were not pulled for openings.

Lei Fei

Career
284–152 · 65.1%
This season
120 matches · 53.3%
Peak rank
40

First hit in 56.2% of 169 rounds. Won 55.8% of the rounds they struck first, 58.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up2514.7%
Dantai4K158.8%
forward movement into punchP95.3%
backdash into evade down84.7%
backdash into offensive move84.7%
backdash into punchP84.7%
backdash into throw escape63.5%
backdash into Shatenshou33P52.9%
crouch dash back into guardG52.9%
forward dash into evade up52.9%
Tenshi Ryusentai6K+G into kickK42.4%
Touku Tenshinkyaku8K+G into Shazen Tenshin Haikyaku8K42.4%
backdash into throwP+G42.4%
guardG into backdash42.4%
backdash into Dantai4K31.8%

48 further openings account for the other 57 rounds.

Counted from 43 of the 120 matches played. The rest were not pulled for openings.

Akira

Career
114–28 · 80.3%
This season
34 matches · 79.4%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up715.2%
Senzankou66P+K into throwP+G613.0%
backdash into punchP36.5%
crouch dash back into guardG36.5%
Rimon Chouchu66P24.3%
Rimon Chouchu66P into forward dash24.3%
backdash into Youhou33P24.3%
backdash into evade down24.3%
crouch dash back into backdash24.3%
crouch dash back into evade down24.3%
forward dash into evade up24.3%
Senzankou66P+K12.2%
Sokutai3K12.2%
backdash into Koboku214P12.2%
backdash into Tetsuzankou466P+K12.2%

9 further openings account for the other 9 rounds.

Counted from 11 of the 34 matches played. The rest were not pulled for openings.

Jeffry

Career
38–3 · 92.7%
This season
19 matches · 84.2%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up430.8%
evade down into guardG215.4%
backdash into Hell Claw236P17.7%
backdash into Knuckle KickPK17.7%
crouch dash back into Knuckle KickPK17.7%
crouch dash back into evade down17.7%
forward movement into punchP17.7%
guardG into Low Knuckle2P17.7%
punchP into crouch dash forward17.7%

Counted from 3 of the 19 matches played. The rest were not pulled for openings.

Lau

Career
52–4 · 92.9%
This season
7 matches · 85.7%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG222.2%
Saishikkyaku4K111.1%
Senchutai3K into Gako Choushitsu6K111.1%
backdash into evade down111.1%
evade down into Shakashou3P111.1%
evade down into punchP111.1%
forward dash into crouch dash forward111.1%
no input111.1%

Counted from 3 of the 7 matches played. The rest were not pulled for openings.

Not counted here: Pai, Sarah. 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

  • Brad: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Lau: not tested (too few rounds)