VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lei Fei

Shiryu-tomoya

  • Wolf
Career matches1,313
Career win rate51.1%
Round win rate51.5%
Peak rank26
Distinct opponents54
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1380 #2,754 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 Fei2668334134249.9%
Wolf2663033030052.4%

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

429 of 429 rounds counted

7.2 inputs a second (431 a minute) this season. Faster than 51% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei7.3439376
Wolf6.338053

By opponent's character

Akira7.1428122
Aoi7.444661
Lion6.941440
Pai7.344136
Sarah6.941637
Goh7.645528
El Blaze7.343621
Jacky7.746220
Jeffry6.840819
Lau7.846713
Brad6.94137
Lei Fei6.23748
Shun7.04227
Wolf6.63947
Jean6.63973

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

Akira28151353.6%+4.9
Aoi148657.1%+13.1
Lion104640.0%-20.5
Pai105550.0%-7.5
Sarah94544.4%-12.0
Goh75271.4%+26.8
El Blaze65183.3%+41.5
Jacky53260.0%-1.1
Jeffry52340.0%-7.8
Lau32166.7%-1.2
Brad2020.0%-30.2
Lei Fei2020.0%-49.8
Shun2020.0%-43.8
Wolf2020.0%-37.5
Jean110100.0%+45.0

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 Fence1991047.4%-3.5
Octagon156940.0%-8.0
Breakable Full Fence145935.7%-20.6
Rectangle136746.1%-1.0
Half Fence98188.9%+32.0
Low Fence95455.6%+2.9
Open81712.5%-41.9
Breakable Half Fence74357.1%+10.5
Single Wall75271.4%+18.0
Full Fence and Open550100.0%+53.5

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
Walls7749.4%50.5%-1.1
No walls2445.8%52.8%-7.0

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

しょくにんマン (Rank 27)2026/10/1421150.0%
Mon3tr (Rank 24)2026/10/132020.0%
え~る (Rank 27)2026/10/1231233.3%
ペケ壱 (Rank 29)2026/10/1252340.0%
yasai (Rank 25)2026/10/122020.0%
kkd8281 (Rank 22)2026/10/1232166.7%
omuretukun (Rank 25)2026/10/08330100.0%
夢精帝国連盟団長 (Rank 27)2026/09/272020.0%
Martin1833 (Rank 25)2026/09/1743175.0%
ハミィ(DQ10の使者) (Rank 28)2026/09/1021150.0%
osAnKIRA (Rank 22)2026/09/0965183.3%
☆瞳氷☆ (Rank 24)2026/09/0743175.0%
カプリッチョ (Rank 26)2026/09/032020.0%
サーちゃん (Rank 24)2026/08/30220100.0%
XsT (Rank 24)2026/08/302020.0%
be-shedded (Rank 27)2026/08/3021150.0%
シゲオ (Rank 21)2026/08/292020.0%
NEKOz (Rank 25)2026/08/293030.0%
lemon-sour (Rank 27)2026/08/2721150.0%
aaaaa114270 (Rank 25)2026/08/242020.0%
ルクラル_VT (Rank 24)2026/08/2452340.0%
snjpeeee (Rank 22)2026/08/24220100.0%
コデリン03 (Rank 23)2026/08/2432166.7%
NoMark/ノーマーク (Rank 26)2026/08/232020.0%
アオゾラ。aozora (Rank 26)2026/08/2121150.0%

Round openings

Every character

forward movement into punchP3710.9%
backdash into Kaisei Tento1P+K308.9%
Dantai4K205.9%
Tenshi Ryusentai6K+G144.1%
evade up into crouch dash forward113.2%
punchP into Kakushu Suigeki6P113.2%
crouch dash back into Kaisei Tento1P+K92.7%
crouch dash forward into guardG92.7%
Toushou66P into Kakushu Suigeki6P82.4%
guardG into evade down72.1%
backdash into Dantai4K61.8%
forward dash into Kakushu Suirengeki6PP61.8%
forward dash into Toushou66P61.8%
Rolling Savate6K+G51.5%
Shatenshou33P into Shaten Renshou33PP51.5%

105 further openings account for the other 154 rounds.

Counted from 85 of the 106 matches played. The rest were not pulled for openings.

Lei Fei

Career
341–342 · 49.9%
This season
93 matches · 53.8%
Peak rank
26

First hit in 57.8% of 282 rounds. Won 61.4% of the rounds they struck first, 47.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP3110.9%
backdash into Kaisei Tento1P+K3010.5%
Dantai4K207.0%
Tenshi Ryusentai6K+G144.9%
punchP into Kakushu Suigeki6P113.9%
evade up into crouch dash forward103.5%
crouch dash back into Kaisei Tento1P+K93.2%
Toushou66P into Kakushu Suigeki6P82.8%
backdash into Dantai4K62.1%
crouch dash forward into guardG62.1%
forward dash into Kakushu Suirengeki6PP62.1%
forward dash into Toushou66P62.1%
Shatenshou33P into Shaten Renshou33PP51.8%
guardG into evade down41.4%
Fukusoushou2P into Shatenshou33P31.1%

85 further openings account for the other 116 rounds.

Counted from 72 of the 93 matches played. The rest were not pulled for openings.

Wolf

Career
330–300 · 52.4%
This season
13 matches · 30.8%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP611.3%
Rolling Savate6K+G59.4%
Arrow Knuckle3P35.7%
Comet Hook1P into Knuckle Part1PP35.7%
Savate4K35.7%
crouch dash forward into guardG35.7%
crouch into Face Lift Kick3K35.7%
guardG into evade down35.7%
crouch dash forward into throwP+G23.8%
guardG into Arrow Knuckle3P23.8%
guardG into evade up23.8%
Death ScytheK+G into Rolling Savate6K+G11.9%
Elbow Butt4P into Savate4K11.9%
Elbow Butt4P into punchP11.9%
Screw Hook63214P into Screw Lariat63214PP11.9%

14 further openings account for the other 14 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)
  • Wolf: not tested (too few rounds)