VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

karaage-rise

  • Goh
  • El Blaze
  • Jacky
  • Kage
  • Wolf
  • Jean
  • Taka
  • Sarah
Career matches4,067
Career win rate56.3%
Round win rate50.9%
Peak rank36
Distinct opponents161
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1638 #1,113 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 Fei361,23170153057.0%
Goh3280041838252.2%
Jacky3252027824253.5%
El Blaze3339722317456.2%
Sarah3233619614058.3%
Jean3233119613559.2%
Kage292131229157.3%
Taka321691086163.9%
Wolf2970462465.7%

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

926 of 1,338 rounds counted

5.3 inputs a second (318 a minute) this season. Faster than 5% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh5.2313433
El Blaze5.5332201
Jacky5.834553
Kage5.0298118
Wolf5.3319121

By opponent's character

Akira5.4323169
Sarah5.231494
Jacky5.532858
Goh5.332061
Jean5.331659
Shun5.331679
Jeffry5.332062
El Blaze5.432443
Wolf5.331937
Aoi5.130849
Lion5.030234
Brad5.332039
Pai5.432329
Kage5.231238
Lei Fei5.130738
Lau5.231418
Dural5.231311
Taka5.23158

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

Akira51272452.9%-2.5
Sarah34142041.2%-10.0
Jacky24141058.3%+6.8
Goh2314960.9%+11.4
Jean23121152.2%+5.9
Shun2314960.9%+12.9
Jeffry20101050.0%-0.6
El Blaze1991047.4%-6.9
Wolf1881044.4%-5.5
Aoi169756.2%+6.5
Lion169756.2%+5.9
Brad157846.7%+6.1
Pai145935.7%-11.9
Kage117463.6%+14.2
Lei Fei104640.0%-12.4
Lau83537.5%-4.6
Dural51420.0%-29.1
Taka2020.0%-45.4
Vanessa1010.0%-37.1

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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 Fence41251661.0%+6.7
Breakable Full Fence39221756.4%+7.8
Full Fence39201951.3%+1.6
Low Fence39231659.0%+7.6
Octagon39211853.9%+6.3
Open33151845.5%-3.5
Rectangle28151353.6%+8.5
Single Wall2591636.0%-15.7
Half Fence2181338.1%-16.4
Full Fence and Open1761135.3%-11.8

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20753.6%50.4%+3.3
No walls9748.5%50.6%-2.1

Walls against open: +5.4 points (95% range -6.5 to +17.2), p 0.373 — 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

무파ZeroBlue (Rank 34)2026/08/1851420.0%
たわばTAWABA (Rank 28)2026/07/2254180.0%
え~る (Rank 30)2026/07/2152340.0%
HAM (Rank 29)2026/07/0941325.0%
ちょいそる (Rank 33)2026/07/0642250.0%
ルドルフ (Rank 32)2026/07/0553260.0%
Phrazes_For_The_Young (Rank 32)2026/07/0263350.0%
ばねばば (Rank 30)2026/07/0242250.0%
HoAssYoAss (Rank 28)2026/06/2953260.0%
さいたま梅澤/T.Umezawa (Rank 30)2026/06/2852340.0%
BANANA (Rank 30)2026/06/2852340.0%
りゅうのすけ (Rank 30)2026/06/2431233.3%
xXsoul-childXx (Rank 29)2026/06/2263350.0%
カリス★まっくすさん (Rank 31)2026/06/2162433.3%
イチゲン (Rank 29)2026/06/2084450.0%
えなお (Rank 34)2026/06/1542250.0%
うをん (Rank 30)2026/06/0995455.6%
jinjin (Rank 30)2026/06/0952340.0%
F (Rank 29)2026/06/0432166.7%
山口犬 (Rank 28)2026/06/0453260.0%
∈挙動不審∋ (Rank 35)2026/05/2654180.0%
icepiccck (Rank 32)2026/05/2542250.0%
究極無敵 (Rank 30)2026/05/1532166.7%
CRY-xxBABYxx (Rank 36)2026/04/2142250.0%
昆虫ちゃん (Rank 38)2026/04/193030.0%

Round openings

Every character

guardG into evade up1208.9%
guardG into evade down644.8%
backdash into guardG614.5%
evade down into guardG332.5%
Soukyu46P261.9%
guardG221.6%
offensive move221.6%
backward movement into Hiji'ate6P211.6%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G181.3%
Ni'oudaoshi3K+G181.3%
Shadow Spear6K into forward movement171.3%
Quick Shoulder66P+K into forward movement161.2%
guardG into Ni'oudaoshi3K+G151.1%
guardG into punchP141.0%
Volcano Upper4P+K131.0%

375 further openings account for the other 863 rounds.

Goh

Career
418–382 · 52.2%
This season
108 matches · 53.7%
Peak rank
32

First hit in 45.2% of 429 rounds. Won 54.6% of the rounds they struck first, 51.5% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 41.7% of rounds, against 23.4% in their other rounds.
  • After opening the round before by backing off: attacks straight away in 40.5% of rounds, against 18.0% after anything else.

How is this tested?

guardG into evade up347.8%
backdash into guardG286.4%
Soukyu46P266.0%
backward movement into Hiji'ate6P214.8%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G184.1%
Ni'oudaoshi3K+G184.1%
evade down into guardG163.7%
guardG into evade down163.7%
guardG into Ni'oudaoshi3K+G153.4%
Kyousengeri46K92.1%
backdash into Soukyu46P92.1%
backward movement into Ropputsubushi6P+K92.1%
evade down into Ni'oudaoshi3K+G92.1%
Kumite Harai (Deflect)4P+K+G81.8%
guardG81.8%

87 further openings account for the other 193 rounds.

El Blaze

Career
223–174 · 56.2%
This season
52 matches · 48.1%
Peak rank
33

First hit in 43.3% of 201 rounds. Won 57.5% of the rounds they struck first, 43.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shadow Spear6K into forward movement178.5%
guardG into evade up178.5%
Volcano Upper4P+K136.5%
guardG into evade down136.5%
backdash into guardG84.0%
crouch dash back into Straight6P+K84.0%
backward movement into Shadow Fang6PK63.0%
Demon Dance9P+K into Demon's Tail9P+KK52.5%
High-Speed Jab46P into Flame Toe Kick46PK52.5%
Low Drop Kick1K+G52.5%
crouch dash back52.5%
guardG into Shadow Spear6K52.5%
crouch dash back into Demon's Tail9P+KK42.0%
crouch dash back into Hammer Smash46P+K42.0%
evade down into guardG42.0%

55 further openings account for the other 82 rounds.

Jacky

Career
278–242 · 53.5%
This season
48 matches · 52.1%
Peak rank
32

First hit in 38.5% of 187 rounds. Won 52.8% of the rounds they struck first, 53.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade up2010.5%
guardG into evade down136.8%
Slant Back Knuckle1P into Rage Kick1PK105.3%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward94.7%
evade down into guardG94.7%
Jab StraightPP into Jab Double StraightPPP73.7%
Low Spin Kick1K+G63.2%
Dash Hammer Kick66K52.6%
crouch dash back into guardG52.6%
guardG into Low Spin Kick1K+G52.6%
punchP into Jab StraightPP52.6%
backdash into Beat & Back KnuckleP+KP42.1%
guardG into Rage Kick1PK42.1%
backdash into guardG31.6%
guardG31.6%

63 further openings account for the other 82 rounds.

Lei Fei

Career
701–530 · 57.0%
This season
36 matches · 44.4%
Peak rank
36

First hit in 42.3% of 137 rounds. Won 36.2% of the rounds they struck first, 53.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

offensive move2215.5%
guardG into evade up149.9%
punchP into Sayu ShoukenPP107.0%
Sayu ShoukenPP into Renkan MahosuiPPP96.3%
offensive move into evade down64.2%
Shatenshou33P42.8%
backdash into guardG42.8%
backdash into offensive move42.8%
guardG into kickK42.8%
crouch dash back into Kakushu Suigeki6P32.1%
guardG into crouch32.1%
guardG into evade down32.1%
guardG into punchP32.1%
Niki Bunkyaku9K21.4%
Shatenshou33P into Shaten Renshou33PP21.4%

42 further openings account for the other 49 rounds.

Wolf

Career
46–24 · 65.7%
This season
28 matches · 42.9%
Peak rank
29

First hit in 40.8% of 120 rounds. Won 44.9% of the rounds they struck first, 49.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Quick Shoulder66P+K into forward movement1613.2%
guardG into evade up129.9%
Low Drop Kick62K65.0%
Screw Hook63214P into Screw Lariat63214PP65.0%
backdash into guardG65.0%
forward movement into Elbow Butt4P65.0%
forward movement into Low Smash2K65.0%
guardG into crouch54.1%
guardG into Savate4K43.3%
guardG into punchP43.3%
Arrow Knuckle3P32.5%
backdash into Elbow Butt4P32.5%
backdash into Short Shoulder46P+K32.5%
evade down into Knee Lift6K21.6%
evade down into Low Drop Kick62K21.6%

29 further openings account for the other 37 rounds.

Kage

Career
122–91 · 57.3%
This season
28 matches · 57.1%
Peak rank
29

First hit in 34.8% of 118 rounds. Won 68.3% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade up1411.9%
Rasen4P into Rasen Urageri4PK97.6%
Rasen4P75.9%
backdash into guardG65.1%
guardG into evade down65.1%
kickK into Ogami IssenKP65.1%
Engetsugeri9K+G43.4%
Ryubisen44K+G43.4%
backdash into Hagakure-ryu In Raijingeki46P+K43.4%
backdash into Ryu'eikyaku66K43.4%
guardG into Nakageri3K43.4%
guardG into Fusenjin3P32.5%
Ryu'eikyaku66K21.7%
backdash21.7%
backdash into Engetsugeri9K+G21.7%

37 further openings account for the other 41 rounds.

Jean

Career
196–135 · 59.2%
This season
23 matches · 43.5%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Nozuchi1P+K1112.1%
guardG into evade down1011.0%
Hangetsu NirenzukiP+K55.5%
backdash into guardG55.5%
guardG into evade up44.4%
Gyaku Seikenzuki66P33.3%
Harai'uke (Deflect)4P+K+G33.3%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK33.3%
guardG33.3%
crouch dash back into Sune'ori1K+G22.2%
crouch dash back into guardG22.2%
evade down into Shitanagi Shutou1P22.2%
evade down into punchP22.2%
guardG into Chudan Mawashigeri3K22.2%
guardG into Kousenshu4KP22.2%

30 further openings account for the other 32 rounds.

Taka

Career
108–61 · 63.9%
This season
8 matches · 50.0%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade up411.8%
Morotezuki66P into Morote Tsuppari66PP38.8%
Ao'oni Midaremage214P+K25.9%
backdash into evade down25.9%
evade up25.9%
Chu Tsuppari6P+K into Tsuppari 2PP12.9%
Kirikabu Kudaki1P+K12.9%
Tsuppari 2PP into Tsuppari 3PPP12.9%
backdash into Ao'oni Midaremage214P+K12.9%
backdash into Kachi'age33P+K12.9%
backdash into Kirikabu Kudaki1P+K12.9%
backdash into Tsuyubarai 22P+KP12.9%
backdash into crouch dash forward12.9%
backdash into guardG12.9%
crouch dash back into Ao'oni Midaremage214P+K12.9%

11 further openings account for the other 11 rounds.

Sarah

Career
196–140 · 58.3%
This season
2 matches · 50.0%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sharpsword44K222.2%
backdash into Crescent Heel4K+G111.1%
backdash into Full Spin Heel Kick9K111.1%
evade down into Flash Piston PunchPPP111.1%
evade down into High Kick StraightKP111.1%
guardG111.1%
guardG into evade down111.1%
guardG into evade up111.1%

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

  • Goh: 2 of 14 tests hold up
  • El Blaze: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Sarah: not tested (too few rounds)