VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lei Fei

GOGO_Yasuo

  • Lion
  • Jacky
Career matches229
Career win rate88.7%
Round win rate77.1%
Peak rank26
Distinct opponents21
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1431 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 Fei26116981884.5%
Jacky215753493.0%
Lion255652492.9%

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

140 of 140 rounds counted

7.1 inputs a second (424 a minute) this season. Faster than 48% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei7.142363
Lion7.344049
Jacky6.740228

By opponent's character

Akira6.840726
Pai7.142620
Shun7.142517
Jeffry7.645615
Vanessa6.438613
Goh8.24929
Lei Fei5.53328
Aoi6.84117
Lau7.84698
Wolf7.34409
Brad6.94163
Taka7.54475

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

Akira87187.5%-3.8
Pai54180.0%-1.3
Shun54180.0%-15.9
Jeffry440100.0%+6.5
Vanessa440100.0%+9.4
Goh330100.0%+4.8
Lei Fei330100.0%+8.4
Aoi220100.0%+13.7
Lau220100.0%+7.5
Wolf21150.0%-42.6
Brad110100.0%+35.7
Taka110100.0%+11.5

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

Single Wall98188.9%-6.4
Open76185.7%+0.4
Low Fence550100.0%+8.7
Rectangle43175.0%-18.5
Breakable Half Fence330100.0%+10.7
Full Fence and Open330100.0%+11.4
Breakable Full Fence220100.0%+12.4
Full Fence220100.0%+7.6
Half Fence220100.0%+23.3
Octagon1010.0%-92.4

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
Walls1485.7%88.9%-3.2
No walls2190.5%90.7%-0.2

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

LordOfSword7 (Rank 23)2026/10/051010.0%
dalmax72 (Rank 21)2026/10/05220100.0%
[VirtuAnalytics]SuperGolden (Rank 24)2026/10/05110100.0%
みらめたる (Rank 21)2026/10/05440100.0%
Handive (Rank 25)2026/10/05110100.0%
Jyuryoku_Eileen (Rank 26)2026/08/3121150.0%
김코난 (Rank 26)2026/08/31110100.0%
naowai (Rank 22)2026/08/31220100.0%
安全パイ (Rank 24)2026/08/31220100.0%
t4a (Rank 23)2026/08/30110100.0%
T-J-J (Rank 21)2026/08/30440100.0%
swhy2008 (Rank 15)2026/08/30440100.0%
luckystrike (Rank 23)2026/08/30110100.0%
Sun-sin (Rank 21)2026/08/29440100.0%
osAnKIRA (Rank 21)2026/08/29110100.0%
kayotomo55 (Rank 21)2026/08/29330100.0%
omuretukun (Rank 23)2026/08/29110100.0%
下汁 (Rank 17)2026/08/2921150.0%
委員ちょ (Rank 21)2026/08/29110100.0%
インドラー (Rank 17)2026/08/281010.0%
G13 (Rank 21)2026/08/27110100.0%

Round openings

Every character

forward movement into punchP1210.0%
backdash into Kaisei Tento1P+K108.3%
Toushou66P into Kakushu Suigeki6P97.5%
backdash into evade down65.0%
guardG into evade down65.0%
Souryu Shukkai43P+K54.2%
Kakushu Suigeki6P into Kakushu Suirengeki6PP43.3%
backdash into Souji SenpuP+K43.3%
guardG into Kaisei Tento1P+K43.3%
Dash Hammer Kick66K into High Angle Upper Kick6K32.5%
backdash into Dantai3K32.5%
guardG into throw escape32.5%
Groin Kick6K+G21.7%
Senputai8K into Katoutai8KK21.7%
backdash into Sentai4K21.7%

36 further openings account for the other 45 rounds.

Counted from 34 of the 40 matches played. The rest were not pulled for openings.

Lei Fei

Career
98–18 · 84.5%
This season
17 matches · 94.1%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kaisei Tento1P+K1016.7%
Toushou66P into Kakushu Suigeki6P915.0%
forward movement into punchP610.0%
Souryu Shukkai43P+K58.3%
Kakushu Suigeki6P into Kakushu Suirengeki6PP46.7%
backdash into evade down46.7%
guardG into Kaisei Tento1P+K46.7%
forward dash into Kakushu Suigeki6P23.3%
guardG into evade down23.3%
Katoken3P+K11.7%
Rousou Senka43P11.7%
Shatenshou33P into Shaten Renshou33PP11.7%
Toushou66P11.7%
Zaban Hekishou66P+K into Gaiken6P+K11.7%
backdash into guardG11.7%

8 further openings account for the other 8 rounds.

Counted from 16 of the 17 matches played. The rest were not pulled for openings.

Lion

Career
52–4 · 92.9%
This season
14 matches · 92.9%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Souji SenpuP+K412.5%
backdash into Dantai3K39.4%
forward movement into punchP39.4%
Senputai8K into Katoutai8KK26.2%
backdash into Sentai4K26.2%
guardG into evade down26.2%
guardG into evade up26.2%
guardG into throw escape26.2%
Dantai3K into crouch13.1%
Koushutai44K into Souji SenpuP+K13.1%
backdash into Shicchi Soutai3K+G13.1%
backdash into backward movement13.1%
backdash into evade down13.1%
crouch dash back into Souji SenpuP+K13.1%
evade down into backdash13.1%

5 further openings account for the other 5 rounds.

Counted from 9 of the 14 matches played. The rest were not pulled for openings.

Jacky

Career
53–4 · 93.0%
This season
9 matches · 77.8%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K into High Angle Upper Kick6K310.7%
forward movement into punchP310.7%
Groin Kick6K+G27.1%
crouch dash back into Long Stride Back Knuckle4P+K27.1%
crouch into Low Spin Kick1K+G27.1%
forward movement into Jab Double StraightPPP27.1%
guardG into evade down27.1%
backdash into evade down13.6%
backdash into guardG13.6%
crouch dash back into High Angle Upper Kick6K13.6%
crouch into Slant Back Knuckle1P13.6%
evade down into Middle Smash6P13.6%
evade down into backdash13.6%
evade up into Somersault Kick7K13.6%
evade up into backdash13.6%

4 further openings account for the other 4 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)
  • Lion: not tested (too few rounds)
  • Jacky: not tested (too few rounds)