VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Lei Fei

マークや☆

  • Sarah
  • Shun
  • Vanessa
Career matches1,222
Career win rate55.5%
Round win rate52.2%
Peak rank28
Distinct opponents62
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1466 #2,227 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 Fei2886644342351.1%
Sarah272291507965.5%
Shun2581552667.9%
Vanessa2446301665.2%

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

181 of 617 rounds counted

7.1 inputs a second (428 a minute) this season. Faster than 50% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei7.243494
Shun7.042055
Vanessa7.142932

By opponent's character

Akira7.243432
Pai7.645517
Wolf7.44428
Jacky6.94156
Aoi7.243017
Brad7.041735
Lion7.34415
Shun7.34405
Goh7.54498
Jeffry7.142717
Sarah6.740216
El Blaze7.54517
Taka6.53888

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

Akira1991047.4%-10.9
Pai149564.3%+5.9
Wolf148657.1%+13.0
Jacky137653.9%-3.2
Aoi118372.7%+28.4
Brad116554.5%+18.5
Lion112918.2%-47.9
Shun103730.0%-17.6
Goh97277.8%+22.7
Jeffry86275.0%+21.3
Kage75271.4%+29.0
Jean51420.0%-27.9
Vanessa54180.0%+18.1
Sarah4040.0%-59.3
El Blaze32166.7%+14.4
Eileen2020.0%-36.6
Lau21150.0%-13.5
Lei Fei2020.0%-58.5
Taka220100.0%+29.3

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 Fence30151550.0%-0.9
Low Fence2314960.9%+11.8
Half Fence2216672.7%+24.6
Single Wall1714382.3%+28.0
Rectangle168850.0%-3.1
Octagon94544.4%-3.3
Breakable Half Fence83537.5%-21.6
Full Fence and Open83537.5%-24.2
Open81712.5%-39.2
Breakable Full Fence7070.0%-57.1

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls9250.0%51.9%-1.9
No walls4860.4%53.0%+7.4

Walls against open: -9.3 points (95% range -28.5 to +9.8), p 0.340 — 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

gimoring (Rank 26)2026/07/154040.0%
kuni_sato (Rank 25)2026/07/0454180.0%
ズサ齋藤 (Rank 22)2026/06/07220100.0%
yasai (Rank 23)2026/06/0732166.7%
ゅろぽ (Rank 27)2026/06/07660100.0%
くりたろう (Rank 26)2026/06/0752340.0%
omuretukun (Rank 21)2026/06/0664266.7%
HEDO/ (Rank 27)2026/06/0632166.7%
究極無敵 (Rank 30)2026/05/2921150.0%
アオゾラ。aozora (Rank 26)2026/05/2952340.0%
しゅが~nsr (Rank 26)2026/05/1654180.0%
龍仙人【鬼手仏心】 (Rank 27)2026/05/1042250.0%
kojop-oyabin (Rank 29)2026/05/1032166.7%
パニガーレ (Rank 24)2026/05/1032166.7%
Nox (Rank 23)2026/05/0931233.3%
鳩男 (Rank 29)2026/05/0932166.7%
CELIS (Rank 27)2026/04/2641325.0%
manao_0609 (Rank 27)2026/04/2332166.7%
壱色淸淨 (Rank 26)2026/04/2342250.0%
砂の橋 (Rank 24)2026/04/2053260.0%
造り酒屋の御曹司 (Rank 23)2026/04/2076185.7%
SouzaTheo (Rank 24)2026/04/202020.0%
こて (Rank 25)2026/04/15220100.0%
こうちゃん(`ー´)ノ (Rank 5)2026/04/032020.0%
みとG_ch (Rank 12)2026/03/3072528.6%

Round openings

Every character

crouch dash forward into guardG619.9%
crouch dash forward into evade down497.9%
SokutankyakuK+G into Shishi DaichoukouK+GP345.5%
Toushou66P325.2%
backdash into evade down325.2%
backdash into evade up325.2%
backdash into Kaisei Tento1P+K274.4%
crouch dash forward into throw escape121.9%
Hide Side Kick (Deflect)P+K111.8%
Offensive Style: forward movement into Combo UpperPPP81.3%
crouch into Leg Slicer2K+G81.3%
backdash into Crescent Heel4K+G71.1%
crouch dash back into evade down71.1%
Toushou66P into backdash61.0%
crouch dash back into Kaisei Tento1P+K61.0%

175 further openings account for the other 285 rounds.

Lei Fei

Career
443–423 · 51.1%
This season
101 matches · 51.5%
Peak rank
28

First hit in 50.0% of 404 rounds. Won 56.4% of the rounds they struck first, 48.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

crouch dash forward into guardG4912.1%
SokutankyakuK+G into Shishi DaichoukouK+GP348.4%
crouch dash forward into evade down348.4%
Toushou66P327.9%
backdash into evade down307.4%
backdash into evade up297.2%
backdash into Kaisei Tento1P+K276.7%
crouch dash forward into throw escape102.5%
Toushou66P into backdash61.5%
crouch dash back into Kaisei Tento1P+K61.5%
crouch dash forward into Kakushu Suigeki6P61.5%
kickK61.5%
Shatenshou33P into punchP41.0%
offensive move41.0%
punchP into Sayu ShoukenPP41.0%

84 further openings account for the other 124 rounds.

Sarah

Career
150–79 · 65.5%
This season
28 matches · 46.4%
Peak rank
27

First hit in 50.9% of 114 rounds. Won 53.5% of the rounds they struck first, 44.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into evade down1311.4%
Hide Side Kick (Deflect)P+K119.7%
crouch dash forward into guardG108.8%
crouch into Leg Slicer2K+G87.0%
backdash into Crescent Heel4K+G76.1%
crouch into Snap Side Chop Double3PP65.3%
backdash into Leg Slicer2K+G54.4%
crouch dash back into evade down54.4%
backdash into evade up32.6%
crouch dash forward into Rising Elbow6P32.6%
Leg Slicer2K+G into crouch21.8%
Queen Bee Needle66K+G21.8%
Snap Side Chop3P into Snap Side Chop Double3PP21.8%
Sword Slash9K+GK into Sword Rush Combo9K+GKK21.8%
backdash into evade down21.8%

32 further openings account for the other 33 rounds.

Shun

Career
55–26 · 67.9%
This season
13 matches · 76.9%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyou'in Haishu3P into Tenshin Benshu4P+K59.1%
forward movement into RengekiPP59.1%
Getsuga Gakushu46P47.3%
Gyou'in Haishu3P into punchP35.5%
punchP into RengekiPP35.5%
Getsuga Gakushu46P into Honshin TankaP+K23.6%
Haisenchu1P into Haisenchu Kaikakyaku1PK23.6%
Renhi ChougekiKK into Renshu KaishuKKP23.6%
crouch dash forward into evade down23.6%
crouch dash forward into guardG23.6%
crouch into Haisenchu Kaikakyaku1PK23.6%
Gyou'in Haishu3P into Kasen Zenbokushou6PP11.8%
Gyou'in Haishu3P into Koushinhi4P+K+G11.8%
Kasen Chugeki6P into Kasen Zenbokushou6PP11.8%
Rensai Gakushu46PP into Rengeki Gakushu46PPP11.8%

19 further openings account for the other 19 rounds.

Vanessa

Career
30–16 · 65.2%
This season
10 matches · 50.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: forward movement into Combo UpperPPP818.6%
Offensive Style: Bunker Buster into forward movement49.3%
Offensive Style: forward movement into punchP37.0%
Defensive Style: Stinger Low Blow24.7%
Defensive Style: crouch dash forward into evade down24.7%
Offensive Style: crouch dash forward into punchP24.7%
Defensive Style: Stinger Low Blow into crouch12.3%
Defensive Style: crouch dash forward into Back Knuckle6P12.3%
Defensive Style: crouch dash forward into Cut Upper3P12.3%
Defensive Style: crouch dash forward into down-back punch+kick+guard1P+K+G12.3%
Defensive Style: forward movement into Jab~BodyPP12.3%
Offensive Style: Bunker Buster into forward dash12.3%
Offensive Style: Elbow Drive into crouch12.3%
Offensive Style: High Kick Combo into High Kick SmashKPP12.3%
Offensive Style: backdash into Bunker Buster9P12.3%

13 further openings account for the other 13 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 (14 here; about 0.7 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: 0 of 14 tests hold up
  • Sarah: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)