VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lei Fei

q-6211

  • Vanessa
  • Wolf
  • El Blaze
Career matches407
Career win rate67.3%
Round win rate56.2%
Peak rank31
Distinct opponents95
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1571 #1,535 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 Fei3134123210968.0%
Vanessa2742291369.0%
Wolf26178947.1%
El Blaze2175271.4%

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

601 of 601 rounds counted

7.4 inputs a second (442 a minute) this season. Faster than 56% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei7.5448436
Vanessa7.0421111
Wolf7.444251
El Blaze6.63973

By opponent's character

Goh7.645770
Wolf7.544872
Pai7.746256
Akira7.544849
Shun6.841039
Aoi7.343640
Eileen7.343639
Lau7.645640
Sarah7.243033
Vanessa7.444436
Jacky7.041727
El Blaze6.438617
Kage7.544821
Jeffry7.544918
Lei Fei7.746015
Jean7.242910
Dural6.84088
Lion6.74028
Brad10.36183

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

Goh1814477.8%+16.4
Wolf1810855.6%-8.3
Pai146842.9%-14.8
Akira129375.0%+12.3
Shun118372.7%+3.3
Aoi106460.0%-10.7
Eileen103730.0%-32.5
Lau106460.0%+5.4
Sarah96366.7%+4.7
Vanessa86275.0%+16.1
Jacky63350.0%-10.7
El Blaze53260.0%+3.8
Kage52340.0%-18.6
Jeffry43175.0%+22.2
Lei Fei440100.0%+31.6
Jean31233.3%-20.0
Dural220100.0%+33.0
Lion21150.0%-12.6
Brad110100.0%+26.1

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 Wall27171063.0%+1.0
Breakable Full Fence2015575.0%+14.6
Octagon1611568.8%+4.5
Low Fence158753.3%-9.3
Open158753.3%-8.6
Breakable Half Fence136746.1%-12.6
Full Fence and Open115645.5%-12.2
Half Fence115645.5%-11.8
Rectangle1110190.9%+20.1
Full Fence98188.9%+28.1

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
Walls8068.8%62.6%+6.1
No walls5757.9%61.7%-3.9

Walls against open: +10.0 points (95% range -6.1 to +26.1), p 0.224 — 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

NIROCK (Rank 31)2026/08/0361516.7%
きてぃ☆ (Rank 30)2026/08/0343175.0%
takazindon (Rank 28)2026/08/0321150.0%
hibiki1030 (Rank 33)2026/07/282020.0%
μ (Rank 25)2026/07/2832166.7%
simusimu500 (Rank 29)2026/07/2731233.3%
GC-Ajiyoshi (Rank 27)2026/07/27220100.0%
HiHo-HiHo_daho (Rank 30)2026/07/2731233.3%
gimoring (Rank 26)2026/07/27220100.0%
tubaki_ok (Rank 29)2026/07/2721150.0%
CAT (Rank 25)2026/07/27330100.0%
tamaneen (Rank 33)2026/07/2732166.7%
ま~く (Rank 33)2026/07/2741325.0%
影虎 (Rank 33)2026/07/2732166.7%
Akishin-0313 (Rank 30)2026/07/2664266.7%
ばねばば (Rank 32)2026/07/2632166.7%
Tangent_arc1993 (Rank 29)2026/07/2632166.7%
siesuu (Rank 27)2026/07/26220100.0%
伍の人 (Rank 30)2026/07/262020.0%
be-Shedded (Rank 28)2026/07/20220100.0%
釜猫 (Rank 26)2026/07/20330100.0%
神無月夏美Vtuber (Rank 25)2026/07/2032166.7%
frog-23jd (Rank 25)2026/07/2043175.0%
カプリッチョ (Rank 26)2026/07/19220100.0%
ターム (Rank 23)2026/07/19220100.0%

Round openings

Every character

forward movement into Renkan MahosuiPPP579.5%
crouch dash forward into guardG559.2%
backdash into evade up538.8%
evade up into crouch dash forward213.5%
backdash into evade down193.2%
backdash into Kaisei Tento1P+K111.8%
Offensive Style: backdash into evade up101.7%
backdash into Hai Shiki2P+K+G91.5%
backdash into offensive move91.5%
backward movement into evade up91.5%
crouch dash forward into Sayu ShoukenPP91.5%
forward movement into Sayu ShoukenPP91.5%
Defensive Style: backdash into evade up81.3%
crouch dash forward into Kakushu Suigeki6P71.2%
Defensive Style: crouch dash forward into guardG61.0%

185 further openings account for the other 309 rounds.

Lei Fei

Career
232–109 · 68.0%
This season
109 matches · 62.4%
Peak rank
31

First hit in 56.3% of 435 rounds. Won 60.0% of the rounds they struck first, 51.0% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

forward movement into Renkan MahosuiPPP5713.1%
crouch dash forward into guardG4811.0%
backdash into evade up398.9%
evade up into crouch dash forward184.1%
backdash into evade down163.7%
backdash into Kaisei Tento1P+K112.5%
backdash into Hai Shiki2P+K+G92.1%
backdash into offensive move92.1%
crouch dash forward into Sayu ShoukenPP92.1%
forward movement into Sayu ShoukenPP92.1%
backward movement into evade up81.8%
crouch dash forward into Kakushu Suigeki6P71.6%
backdash into Kakushu Suigeki6P51.1%
evade up into evade down51.1%
Dantai4K40.9%

109 further openings account for the other 182 rounds.

Vanessa

Career
29–13 · 69.0%
This season
29 matches · 72.4%
Peak rank
27

First hit in 21.6% of 111 rounds. Won 83.3% of the rounds they struck first, 59.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: backdash into evade up109.0%
Defensive Style: backdash into evade up87.2%
Defensive Style: crouch dash forward into guardG65.4%
Offensive Style: backdash into evade down65.4%
Defensive Style: Stinger Low Blow54.5%
Defensive Style: Bone Crush Middle43.6%
Defensive Style: backdash into Low Spin Slicer2K+G32.7%
Defensive Style: backdash into Wind Elbow4P+K32.7%
Defensive Style: backdash into crouch dash forward32.7%
Defensive Style: Wind Elbow21.8%
Defensive Style: Wind Elbow into forward movement21.8%
Defensive Style: backdash into Heavy Impact4P21.8%
Defensive Style: crouch dash forward into Stinger Low Blow1P+K21.8%
Defensive Style: forward movement into punchP21.8%
Offensive Style: backdash into Body Blow Knee6PK21.8%

47 further openings account for the other 51 rounds.

Wolf

Career
8–9 · 47.1%
This season
13 matches · 38.5%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1427.4%
crouch dash forward into guardG611.8%
backdash into evade down35.9%
evade up into crouch dash forward35.9%
Low Drop Kick62K23.9%
backdash into Quick Shoulder66P+K23.9%
backdash into throwP+G23.9%
forward movement into punchP23.9%
backdash into Arrow Knuckle3P12.0%
backdash into Gasp Kneel Palm Bomb6P+K12.0%
backdash into Heavy Middle Kick3K+G12.0%
backdash into Kenka Kick1K+G12.0%
backdash into crouch dash forward12.0%
backward movement into evade up12.0%
crouch dash forward into Low Drop Kick62K12.0%

10 further openings account for the other 10 rounds.

El Blaze

Career
5–2 · 71.4%
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Volcano Knee6K+G133.3%
crouch dash forward into guardG133.3%
evade up into Shadow Spear6K133.3%

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
  • Vanessa: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)