VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

ボブソン

  • Jean
  • Lau
  • Jeffry
  • Goh
  • El Blaze
Career matches8,338
Career win rate49.6%
Round win rate48.7%
Peak rank38
Distinct opponents377
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1548 #1,683 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 Fei387,1093,5253,58449.6%
Jean3067033533550.0%
Goh2847122924248.6%
Jeffry2652232944.2%
Lau2635201557.1%
El Blaze261010.0%

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

4,992 of 6,613 rounds counted

6.9 inputs a second (417 a minute) this season. Faster than 44% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei6.94144,185
Jean7.1428716
Lau7.444250
Jeffry6.840817
Goh6.941224

By opponent's character

Akira7.0422448
Jacky7.0423322
Sarah6.8411373
Goh7.1423354
Jean7.1424386
Kage6.8406309
Aoi6.8406387
Pai7.0420328
Jeffry6.9415218
Brad6.9416274
Shun7.0419273
El Blaze6.9412202
Lion7.1426258
Vanessa6.8409210
Lau6.9415228
Wolf7.1428190
Lei Fei6.9412123
Taka6.639872
Eileen6.941218
Dural6.941219

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

Akira143746951.8%+4.2
Jacky126675953.2%+9.1
Sarah123537043.1%-1.3
Goh114635155.3%+6.3
Jean111545748.6%+1.8
Kage111506145.0%-0.2
Aoi110565450.9%+3.2
Pai96366037.5%-9.8
Jeffry95415443.2%-5.0
Brad89454450.6%+2.5
Shun81354643.2%-0.8
El Blaze77393850.6%+2.2
Lion77324541.6%-6.6
Vanessa68254336.8%-8.4
Lau67254237.3%-8.8
Wolf65313447.7%-0.9
Lei Fei35132237.1%-11.6
Taka31181358.1%+14.2
Eileen84450.0%-1.1
Dural53260.0%+5.0

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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 Fence190939749.0%+3.2
Full Fence183889548.1%+2.6
Breakable Full Fence170739742.9%-5.6
Octagon165858051.5%+6.1
Rectangle161788348.5%+0.6
Low Fence156659141.7%-5.3
Open150688245.3%-2.8
Half Fence149717847.6%+0.1
Single Wall147648343.5%-3.4
Full Fence and Open60253541.7%-1.8

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1,01847.9%46.8%+1.1
No walls45343.5%47.0%-3.5

Walls against open: +4.6 points (95% range -1.5 to +10.7), p 0.142 — 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

漂泊の民回線ジプシー (Rank 37)2026/10/1134181652.9%
JoonJoon (Rank 36)2026/10/112061430.0%
∈挙動不審∋ (Rank 32)2026/10/1135221362.9%
うるヲ参拾 (Rank 38)2026/10/042151623.8%
ふぇに (Rank 34)2026/10/041510566.7%
powdershadow72 (Rank 36)2026/09/28157846.7%
ぷこ (Rank 37)2026/09/2720101050.0%
みんみんさん (Rank 37)2026/09/272071335.0%
ツッチー (Rank 36)2026/09/272391439.1%
guigui8393 (Rank 36)2026/09/251221016.7%
MaBoy (Rank 34)2026/09/221710758.8%
クレウル (Rank 35)2026/09/18189950.0%
RUSH (Rank 38)2026/09/1827111640.7%
jijitax4 (Rank 37)2026/09/1633151845.5%
Umemon2026 (Rank 36)2026/09/15156940.0%
えなお (Rank 36)2026/09/132071335.0%
寿司眼鉄 (Rank 36)2026/09/03135838.5%
타우끼/taukee (Rank 38)2026/08/31147750.0%
NEWTYPE (Rank 38)2026/08/312291340.9%
METALX (Rank 39)2026/08/04121118.3%
ゲッパー (Rank 34)2026/08/04125741.7%
ふかふか (Rank 38)2026/07/27125741.7%
マハリータまるこ (Rank 39)2026/07/21179852.9%
물리면물타고기도하자. (Rank 40)2026/07/141541126.7%
lapislazuli (Rank 37)2026/06/2435191654.3%

Round openings

Every character

offensive move90314.0%
backdash into evade up70410.9%
Tenshi Ryusentai6K+G2784.3%
backdash into Hai Shiki2P+K+G1792.8%
SokutankyakuK+G into Shishi DaichoukouK+GP1562.4%
Dantai4K1392.2%
Fukusoushou2P1342.1%
offensive move into evade down1101.7%
punchP into Sayu ShoukenPP971.5%
backdash into offensive move891.4%
backdash into Kaisei Tento1P+K861.3%
backdash into throwP+G851.3%
Bunkyaku3K831.3%
Bunkyaku3K into guardG821.3%
punchP811.3%

504 further openings account for the other 3,243 rounds.

Counted from 1,589 of the 1,632 matches played. The rest were not pulled for openings.

Lei Fei

Career
3,525–3,584 · 49.6%
This season
1,430 matches · 46.8%
Peak rank
38

First hit in 46.6% of 5,581 rounds. Won 51.4% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 3.2% of rounds, against 1.2% in their other rounds.
  • Against Brad: attacks straight away in 77.1% of rounds, against 57.2% against everyone else.
  • After opening the round before by waiting: waits first in 7.7% of rounds, against 1.1% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 3.1% of rounds, against 0.9% after anything else.
  • After winning a round: attacks straight away in 65.6% of rounds, against 50.4% after losing one.
  • When ahead: attacks straight away in 65.7% of rounds, against 52.9% when level or behind.
  • In round 2: opens with “offensive move” in 18.8% of rounds, against 15.2% in their other rounds.
  • Against Brad: opens with “offensive move” in 30.7% of rounds, against 15.1% against everyone else.
  • On Rectangle stages: opens with “K+G Sokutankyaku into K+GP Shishi Daichoukou” in 8.1% of rounds, against 2.4% on the other stages.
  • After losing a round: opens with “backdash into evade up” in 12.9% of rounds, against 7.1% after winning one.
  • When behind: opens with “backdash into evade up” in 12.8% of rounds, against 7.3% when ahead or level.

How is this tested?

offensive move90316.1%
backdash into evade up58910.5%
Tenshi Ryusentai6K+G2784.9%
backdash into Hai Shiki2P+K+G1793.2%
SokutankyakuK+G into Shishi DaichoukouK+GP1562.8%
Dantai4K1392.5%
Fukusoushou2P1342.4%
offensive move into evade down1102.0%
punchP into Sayu ShoukenPP971.7%
backdash into offensive move891.6%
backdash into Kaisei Tento1P+K861.5%
Bunkyaku3K831.5%
Bunkyaku3K into guardG821.5%
punchP761.4%
backdash into throwP+G731.3%

333 further openings account for the other 2,549 rounds.

Counted from 1,387 of the 1,430 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira42–33 · 56%18–12 · 60%-4.3
Jacky35–34 · 51%22–14 · 61%-14.7
Kage21–39 · 35%20–13 · 61%-21.6
Jean36–27 · 57%11–20 · 35%+24.0
Goh39–33 · 54%12–8 · 60%too few to test
Sarah30–37 · 45%7–20 · 26%too few to test
Brad25–22 · 53%10–15 · 40%too few to test
Jeffry19–19 · 50%10–19 · 34%too few to test
Aoi19–20 · 49%12–15 · 44%too few to test
Shun20–23 · 47%10–16 · 38%too few to test
Pai13–27 · 32%11–11 · 50%too few to test
El Blaze17–21 · 45%6–7 · 46%too few to test
Lion16–16 · 50%2–19 · 10%too few to test
Lau20–27 · 43%3–13 · 19%too few to test
Vanessa17–24 · 41%3–12 · 20%too few to test
Wolf17–10 · 63%6–8 · 43%too few to test
Lei Fei6–13 · 32%2–4 · 33%too few to test
Taka10–9 · 53%5–0 · 100%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

43 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?

Jean

Career
335–335 · 50.0%
This season
176 matches · 48.9%
Peak rank
30

First hit in 51.2% of 707 rounds. Won 54.1% of the rounds they struck first, 41.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade up10414.5%
backdash into Kousenshu4KP486.7%
backdash into Doumawashi Kaitengeri46K+G375.2%
backdash into Gyaku Seikenzuki66P324.5%
backdash into Yoko'enpi6P243.4%
backdash into Kake'uchi~Maekeri'age46PK223.1%
Shitamaeken2P202.8%
Hizageri4K into Kousenshu4KP182.5%
backdash into Yamakuzushi6K172.4%
punchP into kickK162.2%
Gyaku Seikenzuki66P152.1%
backdash into Tate'enpi~Tenkai Hizageri33PK152.1%
Shitamaeken2P into backdash141.9%
backdash into Hizageri4K121.7%
backdash into Oihiji4P+K111.5%

124 further openings account for the other 312 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Aoi8–5 · 62%6–5 · 55%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?

Lau

Career
20–15 · 57.1%
This season
11 matches · 54.5%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souko Sensou66P+K510.0%
backdash into Kosoushou46P510.0%
backdash into Sako Soushou4P+K510.0%
backdash into evade up36.0%
Honshin Hekiken1P+K into guardG24.0%
Souchuken2P into backdash24.0%
backdash into Souko Sensou66P+K24.0%
backdash into punchP24.0%
Chugeki6P12.0%
Chugeki6P into forward movement12.0%
Honshin Hekiken1P+K into evade down12.0%
Kensou4P12.0%
Kensou4P into forward dash12.0%
Kensou4P into forward movement12.0%
Kosoushou46P into forward movement12.0%

17 further openings account for the other 17 rounds.

Jeffry

Career
23–29 · 44.2%
This season
7 matches · 14.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up621.4%
backdash into Tsunami Beat3K+G414.3%
Ducking Low2K+G310.7%
backdash into throwP+G310.7%
Heavy Back Knuckle4P into Threat StanceP+K+G13.6%
Overblow Shoulder66P+K13.6%
Side Kick3K13.6%
backdash into Dash Elbow66P13.6%
backdash into Hell Dunk Elbow2P+K13.6%
backdash into Stunner KnuckleKP13.6%
backdash into backward movement13.6%
backdash into evade down13.6%
evade up into Overblow Shoulder66P+K13.6%
kickK into punchP13.6%
punchP into Double KnucklePP13.6%

1 further openings account for the other 1 rounds.

Goh

Career
229–242 · 48.6%
This season
6 matches · 33.3%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Batousatsu3KP312.5%
Maegeri3K into Batousatsu3KP28.3%
backdash into Karura4P+K28.3%
evade up into backward movement28.3%
Soukyu46P into forward dash14.2%
Sune'uchi2P into forward dash14.2%
backdash into Garyu66K14.2%
backdash into Kirin33P14.2%
backdash into Maegeri3K14.2%
backdash into Soukyu46P14.2%
backdash into evade up14.2%
backdash into throwP+G14.2%
backward movement into Maegeri3K14.2%
evade up into Soukyu46P14.2%
evade up into forward movement14.2%

4 further openings account for the other 4 rounds.

El Blaze

Career
0–1 · 0.0%
This season
2 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

High-Speed Jab46P114.3%
Jumping Savate9K+G114.3%
Volcano Upper4P+K114.3%
backdash into Shadow Fang6PK114.3%
backdash into evade up114.3%
evade up into Demon's Tail9P+KK114.3%
punchP into Jab~High KickPK114.3%

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 (33 here; about 1.7 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: 11 of 18 tests hold up
  • Jean: 0 of 15 tests hold up
  • Lau: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)