VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

みっくん

  • Lei Fei
Career matches2,986
Career win rate51.7%
Round win rate50.8%
Peak rank31
Distinct opponents173
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1500 #2,018 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

Wolf282,2521,1261,12650.0%
Lei Fei3173441931557.1%

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

1,519 of 2,205 rounds counted

7.4 inputs a second (446 a minute) this season. Faster than 58% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf7.44431,249
Lei Fei7.7463270

By opponent's character

Akira7.3439199
Goh7.4445136
Shun7.3441111
Jeffry7.645771
Sarah7.3440108
Wolf7.9475144
Aoi7.545294
Jacky7.544793
Pai7.4446109
Jean7.343779
El Blaze7.444675
Lion7.545160
Kage7.142546
Vanessa7.947541
Lei Fei7.243343
Eileen7.343741
Dural7.645629
Brad7.042123
Lau6.03573
Taka6.740014

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

Akira79463358.2%+5.0
Goh49282157.1%+5.4
Shun47242351.1%+3.6
Jeffry43212248.8%+1.4
Sarah42192345.2%-4.3
Wolf42172540.5%-9.4
Aoi37181948.6%-1.4
Jacky33201360.6%+2.6
Pai30171356.7%-0.2
Jean23121152.2%-0.2
El Blaze2114766.7%+11.4
Lion21101147.6%+1.0
Kage146842.9%-0.9
Vanessa145935.7%-14.7
Lei Fei138561.5%+8.4
Eileen125741.7%-13.7
Dural103730.0%-25.2
Brad63350.0%+0.8
Lau62433.3%-15.9
Taka54180.0%+15.6

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 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

Open74423256.8%+4.1
Full Fence63303347.6%-5.8
Low Fence57263145.6%-6.9
Single Wall57292850.9%+6.0
Rectangle54292553.7%+5.1
Half Fence53282552.8%-2.4
Breakable Half Fence43222151.2%+2.9
Breakable Full Fence42231954.8%+0.3
Octagon40142635.0%-18.5
Full Fence and Open28161257.1%+11.4

0 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
Walls29549.5%52.0%-2.5
No walls18851.6%50.5%+1.1

Walls against open: -3.7 points (95% range -14.0 to +6.6), p 0.484 — 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

manekinecogames (Rank 25)2026/10/1576185.7%
orz (Rank 29)2026/10/151221016.7%
賛美歌13番 (Rank 27)2026/10/09119281.8%
HaseMasa (Rank 26)2026/10/0975271.4%
鳩男 (Rank 30)2026/10/08102820.0%
あかげら (Rank 24)2026/10/0894544.4%
BANANA (Rank 30)2026/10/0883537.5%
あなたのかみさま (Rank 25)2026/10/0864266.7%
乃木ぽん@こてつ.kuma (Rank 29)2026/10/0383537.5%
え~る (Rank 27)2026/10/0272528.6%
ぽん (Rank 26)2026/10/0297277.8%
あつあげ (Rank 29)2026/09/2673442.9%
48歳技覚えられないよ (Rank 26)2026/09/2675271.4%
Jyuryoku_Eileen (Rank 25)2026/08/2794544.4%
dalmax72 (Rank 26)2026/08/1987187.5%
オロチ (Rank 32)2026/07/1386275.0%
うをん (Rank 30)2026/07/082681830.8%
さいたま梅澤/T.Umezawa (Rank 30)2026/07/0472528.6%
MikuMartineau (Rank 30)2026/06/0582625.0%
a-week-away (Rank 26)2026/05/2363350.0%
伍の人 (Rank 28)2026/04/2163350.0%
drnneb75 (Rank 24)2026/04/1964266.7%
Toragoto (Rank 26)2026/04/1751420.0%
yaneshiba (Rank 14)2026/03/2965183.3%
tonchan145656 (Rank 15)2026/03/2692722.2%

Round openings

Every character

backdash into evade down1588.2%
punchP into kickK763.9%
crouch into Low Hammer2P723.7%
Rolling Savate6K+G643.3%
Quick Shoulder66P+K462.4%
throw escape432.2%
backdash into Mow Down Chop1P+K422.2%
crouch dash forward into guardG422.2%
crouch dash forward into throw escape392.0%
backdash into Short Shoulder46P+K371.9%
backdash into throwP+G321.7%
evade down into guardG291.5%
backdash into Elbow Butt4P281.4%
backdash into Heavy Middle Kick3K+G261.4%
crouch into Low Drop Kick62K261.4%

282 further openings account for the other 1,173 rounds.

Counted from 479 of the 547 matches played. The rest were not pulled for openings.

Wolf

Career
1,126–1,126 · 50.0%
This season
407 matches · 51.1%
Peak rank
28

First hit in 50.8% of 1,367 rounds. Won 54.9% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 22.1% of rounds, against 12.4% in their other rounds.

How is this tested?

backdash into evade down1218.8%
punchP into kickK765.5%
crouch into Low Hammer2P725.2%
Rolling Savate6K+G644.7%
Quick Shoulder66P+K463.4%
backdash into Mow Down Chop1P+K423.1%
backdash into Short Shoulder46P+K372.7%
throw escape352.5%
crouch dash forward into throw escape322.3%
backdash into Elbow Butt4P282.0%
backdash into Heavy Middle Kick3K+G261.9%
crouch into Low Drop Kick62K261.9%
crouch dash forward into guardG251.8%
Arrow Knuckle3P231.7%
Screw Hook63214P into Screw Lariat63214PP231.7%

186 further openings account for the other 696 rounds.

Counted from 339 of the 407 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira21–15 · 58%8–11 · 42%too few to test
Aoi4–7 · 36%12–6 · 67%too few to test
Sarah7–6 · 54%3–6 · 33%too few to test
Wolf4–5 · 44%6–8 · 43%too few to test
Shun6–14 · 30%2–0 · 100%too few to test
Goh5–4 · 56%4–1 · 80%too few to test
Pai6–7 · 46%6–1 · 86%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.

68 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Lei Fei

Career
419–315 · 57.1%
This season
140 matches · 52.9%
Peak rank
31

First hit in 51.9% of 559 rounds. Won 53.1% of the rounds they struck first, 49.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade down376.6%
backdash into Shatenshou33P234.1%
crouch into Fukusoushou2P234.1%
punchP into Sayu ShoukenPP234.1%
backdash into offensive move213.7%
crouch dash forward into guardG173.0%
offensive move152.7%
backdash into Kaisei Tento1P+K122.1%
crouch dash forward into Toushou66P122.1%
kickK122.1%
backdash into throwP+G112.0%
crouch dash forward into Shatenshou33P112.0%
evade down into guardG112.0%
Toushou66P101.8%
crouch into Bunkyaku3K101.8%

117 further openings account for the other 313 rounds.

By stage type

Record against each character on walled and open stages, as Lei Fei

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jeffry7–3 · 70%4–7 · 36%too few to test
Goh4–4 · 50%9–3 · 75%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?

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 (29 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

  • Wolf: 1 of 15 tests hold up
  • Lei Fei: 0 of 14 tests hold up