VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

バリカン

  • Akira
  • Goh
  • Brad
  • Jacky
  • Jean
  • Wolf
  • Lion
Career matches2,992
Career win rate52.4%
Round win rate51.9%
Peak rank29
Distinct opponents151
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1487 #2,117 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 Fei2987245841452.5%
Akira2774135238947.5%
Brad2746925821155.0%
Goh2541522419154.0%
Jacky2829216412856.2%
Jean24101524951.5%
Lion2484503459.5%
Wolf221810855.6%

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

1,181 of 1,537 rounds counted

9.2 inputs a second (555 a minute) this season. Faster than 89% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei9.0538482
Akira9.6574571
Goh8.751939
Brad7.54493
Jacky9.758054
Jean7.74636
Wolf8.148721
Lion9.45665

By opponent's character

Akira9.0538154
Wolf9.6574149
Aoi9.2553117
Jean9.1545116
Sarah9.255387
Jacky9.355974
Jeffry9.355687
Brad8.953352
Pai10.060047
Lion9.154560
El Blaze9.154647
Kage9.557234
Lau9.858837
Dural9.356014
Shun9.355821
Taka9.758233
Goh9.053813
Vanessa9.054028
Eileen7.44453
Lei Fei8.85308

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

Akira50302060.0%+8.3
Wolf43202346.5%-9.2
Aoi42241857.1%+1.9
Jean37231462.2%+13.5
Sarah31151648.4%-10.5
Jacky25151060.0%+8.6
Jeffry23121152.2%-1.1
Brad1811761.1%+7.6
Pai1851327.8%-31.8
Lion1771041.2%-15.0
El Blaze168850.0%-5.7
Kage147750.0%-8.8
Lau118372.7%+15.7
Dural83537.5%-9.8
Shun84450.0%+1.4
Taka86275.0%+24.8
Goh73442.9%-7.0
Vanessa65183.3%+36.0
Eileen21150.0%-4.6
Lei Fei21150.0%+2.6

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.

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

Breakable Half Fence44222250.0%-4.2
Half Fence44212347.7%-12.0
Open44222250.0%-3.6
Octagon42142833.3%-23.4
Rectangle42212150.0%-4.5
Full Fence41221953.7%-3.2
Single Wall38271171.0%+22.4
Low Fence33221166.7%+16.6
Breakable Full Fence31191261.3%+12.9
Full Fence and Open1511473.3%+15.9

2 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls24448.8%54.6%-5.8
No walls11561.7%51.9%+9.8

Walls against open: -15.6 points (95% range -27.4 to -3.9), p 0.009 — a difference this size is unlikely to be chance.

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

ぬっき~@ (Rank 26)2026/09/264040.0%
manekinecogames (Rank 23)2026/09/2665183.3%
銀 (Rank 27)2026/08/2783537.5%
青山@はなちゃん (Rank 30)2026/08/2053260.0%
失礼!スマッシュ☆彡 (Rank 26)2026/08/18550100.0%
TaKaArAsHi573 (Rank 29)2026/08/171610662.5%
HaseMasa (Rank 24)2026/08/0473442.9%
NEKOz (Rank 25)2026/07/2641325.0%
しろ☆おび。 (Rank 26)2026/07/2273442.9%
A56-7W (Rank 28)2026/07/2253260.0%
orz (Rank 27)2026/07/21137653.9%
こて (Rank 26)2026/07/1543175.0%
無槪念野獸/무개념야수 (Rank 25)2026/07/1064266.7%
サーちゃん (Rank 23)2026/07/1086275.0%
E.J (Rank 24)2026/07/10440100.0%
무파ZeroBlue (Rank 26)2026/07/0282625.0%
pinturicchio (Rank 29)2026/06/2964266.7%
三輪ですが@SRGM (Rank 25)2026/06/2543175.0%
え~る (Rank 27)2026/06/1564266.7%
twinsshine (Rank 26)2026/05/2754180.0%
FOX_CQC (Rank 21)2026/05/1542250.0%
kimxxxtt (Rank 23)2026/05/1542250.0%
咦?還有高手!! (Rank 23)2026/04/1643175.0%
Fuji_Atsuka (Rank 14)2026/03/2953260.0%
JJANSON (Rank 11)2026/03/2754180.0%

Round openings

Every character

backdash into evade up1157.5%
Rimon Chouchu66P915.9%
backdash into Kaisei Tento1P+K614.0%
backdash into Koboku214P593.8%
forward dash into Jouho Touken6P583.8%
Toushou66P523.4%
Sayu ShoukenPP into Renkan MahosuiPPP422.7%
Souka Housui3P+K412.7%
evade down into guardG392.5%
backward movement into evade up332.1%
backdash into Karura4P+K271.8%
backdash into evade down261.7%
backdash into Chinheki4P+K241.6%
punchP into kickK211.4%
backdash into Jouho Senshou46P201.3%

311 further openings account for the other 835 rounds.

Lei Fei

Career
458–414 · 52.5%
This season
148 matches · 53.4%
Peak rank
29

First hit in 47.3% of 586 rounds. Won 58.1% of the rounds they struck first, 44.0% of the rounds they were struck first.

Significant Tells

  • Against Akira: opens with “66P Toushou” in 21.4% of rounds, against 7.4% against everyone else.

How is this tested?

backdash into Kaisei Tento1P+K6110.3%
Toushou66P528.8%
backdash into evade up528.8%
Sayu ShoukenPP into Renkan MahosuiPPP427.1%
backdash into Chinheki4P+K244.0%
offensive move into Bunkyaku3K162.7%
Rigoutai6K152.5%
backdash into evade down142.4%
backward movement into evade up142.4%
Gaiken6P+K into punch+kick+guardP+K+G122.0%
evade down into guardG122.0%
offensive move into evade up122.0%
Touku Tenshinkyaku8K+G111.9%
backdash into Souryu Shukkai43P+K101.7%
forward dash into Kakushu Suigeki6P101.7%

110 further openings account for the other 236 rounds.

Akira

Career
352–389 · 47.5%
This season
140 matches · 47.9%
Peak rank
27

First hit in 46.5% of 564 rounds. Won 53.4% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 17.9% of rounds, against 3.7% in their other rounds.
  • After the opponent opened the round before by backing off: moves in first in 29.9% of rounds, against 16.5% after anything else.
  • In round 3: opens with “forward dash into 6P Jouho Touken” in 15.0% of rounds, against 8.5% in their other rounds.
  • After losing a round: opens with “66P Rimon Chouchu” in 21.6% of rounds, against 9.8% after winning one.

How is this tested?

Rimon Chouchu66P9115.8%
backdash into Koboku214P5910.3%
forward dash into Jouho Touken6P5810.1%
backdash into evade up508.7%
Souka Housui3P+K417.1%
backdash into Jouho Senshou46P203.5%
evade down into guardG173.0%
backward movement into evade up122.1%
Souka Housui3P+K into forward dash111.9%
Senzankou66P+K101.7%
Senzankou66P+K into throwP+G101.7%
backdash into guardG71.2%
crouch dash forward into guardG71.2%
backdash into Youhou33P61.1%
backdash into evade down61.1%

88 further openings account for the other 169 rounds.

By stage type

Record against each character on walled and open stages, as Akira

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira7–9 · 44%1–3 · 25%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

How is this tested?

Goh

Career
224–191 · 54.0%
This season
42 matches · 57.1%
Peak rank
25

First hit in 45.5% of 156 rounds. Won 50.7% of the rounds they struck first, 58.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K2717.2%
punchP into kickK1610.2%
Soukyu46P127.6%
backdash into backward movement74.5%
Raikou3P into Denkou3PP63.8%
Hiji'ate6P53.2%
backdash into evade up53.2%
Ni'oudaoshi3K+G42.5%
Sune Kudaki43P42.5%
backdash into Soukyu46P42.5%
crouch dash back into Karura4P+K42.5%
Maegeri3K into Batousatsu3KP31.9%
Tsukikage6K31.9%
backdash31.9%
backdash into Aragami4K31.9%

33 further openings account for the other 51 rounds.

Brad

Career
258–211 · 55.0%
This season
29 matches · 62.1%
Peak rank
27

First hit in 56.5% of 115 rounds. Won 49.2% of the rounds they struck first, 62.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Stop Kick4K1311.3%
Jolt Upper3P into Jolt Upper~Spin Kick3PK108.7%
Middle Spin Kick66K87.0%
Dtee Sawk Dtrohng4P+K65.2%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK65.2%
backdash into Sway Back4P+K+G54.3%
evade down into guardG43.5%
Ducking6P+K+G into Crush Knee KickK+G32.6%
Elbow Hook6P into forward movement32.6%
Jackal Straight46P+K32.6%
Spine Whip4P into Lumpini Combination4PK32.6%
Sway Back4P+K+G into punchP32.6%
backdash32.6%
backdash into backward movement32.6%
Destruction Body3P+K into Dtee Sawk Lang3P+KP21.7%

37 further openings account for the other 40 rounds.

Jacky

Career
164–128 · 56.2%
This season
15 matches · 73.3%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jab StraightPP into Jab Double StraightPPP47.4%
Dash Hammer Kick66K35.6%
Slant Back Knuckle1P into Rage Kick1PK35.6%
backdash into evade up35.6%
backward movement into evade up35.6%
punchP into Jab StraightPP35.6%
Bil Jee6P+K23.7%
Low Spin Kick1K+G into guardG23.7%
backdash into Dragon Combination 11P+K23.7%
backdash into High Angle Upper Kick6K23.7%
forward dash into High Angle Upper Kick6K23.7%
Beat KnuckleP+K into Beat Spin KickP+KK11.9%
Slant Back Knuckle1P11.9%
Slide Shuffle (Deflect)4P+K+G11.9%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward11.9%

21 further openings account for the other 21 rounds.

Jean

Career
52–49 · 51.5%
This season
6 matches · 66.7%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyaku Seikenzuki66P416.0%
Agezuki3P+K into guardG28.0%
Hangetsu NirenzukiP+K28.0%
Hizageri4K into Kouyoushu4KK14.0%
Shitanagi Shutou1P14.0%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK14.0%
Yoko'enpi6P14.0%
backdash14.0%
backdash into Chudan~Joudan Mawashigeri3KK14.0%
backdash into Konohana Sakuya43P+K14.0%
backdash into Nozuchi1P+K14.0%
backdash into Shutoukiri4P14.0%
backdash into Yamakuzushi6K14.0%
backdash into backward movement14.0%
backdash into evade down14.0%

5 further openings account for the other 5 rounds.

Wolf

Career
10–8 · 55.6%
This season
5 matches · 80.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Heavy Middle Kick3K+G523.8%
Low Drop Kick62K29.5%
backdash into evade up29.5%
evade down into guardG29.5%
Death ScytheK+G14.8%
Face Lift Kick3K14.8%
Face Lift Kick3K into guardG14.8%
Savate4K14.8%
backdash into Elbow Butt4P14.8%
backdash into evade down14.8%
backdash into guardG14.8%
crouch dash forward into Low Drop Kick62K14.8%
crouch dash forward into guardG14.8%
evade up into evade down14.8%

Lion

Career
50–34 · 59.5%
This season
1 matches · 100.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K120.0%
backdash into evade up120.0%
backward movement into evade up120.0%
kickK120.0%
punchP into kickK120.0%

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 (30 here; about 1.5 would come up by chance alone before the correction).
  • Walls against open is tested per opponent with 30+ matches and 10+ different players on each side, allowing for both players' ranks, and corrected across every player page at once: 0 of 2,552 hold up. With stages shuffled at random: 0 of 2,651–2,673.

Tests behind each character's list

  • Lei Fei: 1 of 15 tests hold up
  • Akira: 4 of 15 tests hold up
  • Goh: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Lion: not tested (too few rounds)