VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

Seidon

  • Eileen
  • El Blaze
  • Vanessa
  • Sarah
  • Jean
Career matches851
Career win rate78.4%
Round win rate70.1%
Peak rank34
Distinct opponents12
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1832 Not ranked yet: the list needs 50 matches. See 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 Fei322131605375.1%
Eileen342041564876.5%
El Blaze341871602785.6%
Kage—127933473.2%
Pai—113912280.5%
Vanessa26440100.0%
Jean26220100.0%
Sarah26110100.0%

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

74 of 154 rounds counted

6.4 inputs a second (385 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Lei Fei6.538949
Vanessa6.237520
Jean6.43855

By opponent's character

Wolf6.237539
Dural6.237520
Vanessa7.54488
Sarah6.43855
Shun7.34382

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

Wolf98188.9%-4.3
Jacky65183.3%-9.9
Dural550100.0%+9.0
Lau440100.0%+7.3
Akira32166.7%-24.7
Aoi32166.7%+0.7
Pai220100.0%+13.4
Taka220100.0%+4.8
Vanessa220100.0%+11.7
Sarah110100.0%+10.1
Shun110100.0%+15.0

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

Breakable Full Fence76185.7%-7.4
Breakable Half Fence54180.0%+4.1
Full Fence550100.0%+10.4
Low Fence54180.0%-11.8
Half Fence440100.0%+8.3
Open440100.0%+8.9
Octagon330100.0%+11.6
Rectangle220100.0%+8.5

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
Walls2692.3%88.5%+3.8
No walls988.9%91.1%-2.2

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

TheWarriorsDen (Rank 28)2026/07/2098188.9%
SDrakeo (Rank 31)2026/07/20220100.0%
GOMVPGO (Rank 32)2026/07/20110100.0%
Blayer98 (Rank 24)2026/06/18550100.0%
StarGuitar (Rank 25)2026/06/07110100.0%
Ame33 (Rank 26)2026/05/09220100.0%
nadol90 (Rank 32)2026/04/2354180.0%
Zaman_Fu (Rank 29)2026/03/31440100.0%
Trepa-Muros70 (Rank 12)2026/03/29110100.0%
LordBaconTheBoss (Rank 30)2026/03/2632166.7%
Guimaraes_One (Rank 25)2026/03/26220100.0%
optimusuk (Rank 38)2026/03/2632166.7%

Round openings

Every character

punchP117.1%
backdash into Kaisei Tento1P+K74.5%
Kochouheki (Deflect)236P+K63.9%
evade up into crouch dash forward63.9%
Offensive Style: guard into throw escape53.2%
backdash into evade up53.2%
backdash42.6%
backward movement into Kochouheki (Deflect)236P+K42.6%
no input42.6%
crouch dash back31.9%
punchP into Sayu ShoukenPP31.9%
punchP into forward dash31.9%
punchP into kickK31.9%
Enkou Nyurin66P21.3%
Full Spin Heel Kick9K21.3%

73 further openings account for the other 86 rounds.

Lei Fei

Career
160–53 · 75.1%
This season
20 matches · 85.0%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kaisei Tento1P+K78.6%
Kochouheki (Deflect)236P+K67.4%
evade up into crouch dash forward56.2%
backward movement into Kochouheki (Deflect)236P+K44.9%
punchP44.9%
backdash33.7%
punchP into Sayu ShoukenPP33.7%
Souhikyaku9K+G22.5%
backdash into evade up22.5%
backdash into offensive move22.5%
evade down into crouch dash forward22.5%
evade up into kickK22.5%
kickK into evade down22.5%
no input22.5%
punchP into forward dash22.5%

33 further openings account for the other 33 rounds.

El Blaze

Career
160–27 · 85.6%
This season
5 matches · 100.0%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP628.6%
crouch dash back29.5%
crouch dash back into Demon's Tail9P+KK29.5%
crouch into Sit Jab2P29.5%
backdash into Backswing Rocket1P+K14.8%
backdash into Demon's Tail9P+KK14.8%
backdash into Low Drop Kick1K+G14.8%
backdash into Volcano Upper4P+K14.8%
crouch dash back into forward movement14.8%
crouch dash forward into Shadow Strike6P14.8%
punchP into Jab~High KickPK14.8%
punchP into Shadow Strike6P14.8%
punchP into forward dash14.8%

Eileen

Career
156–48 · 76.5%
This season
5 matches · 80.0%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into kickK315.0%
Enkou Nyurin66P210.0%
backdash into evade up210.0%
crouch dash back into evade down210.0%
punchP into Douchu6P210.0%
Tanhikyaku9K15.0%
backdash15.0%
backdash into backward movement15.0%
backdash into guardG15.0%
crouch into Fukushinshou2P15.0%
evade up into crouch dash forward15.0%
forward dash into evade up15.0%
punchP15.0%
punchP into Hairenkyaku4K15.0%

Vanessa

Career
4–0 · 100.0%
This season
5 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: guard into throw escape525.0%
Offensive Style: Bunker Buster210.0%
Offensive Style: punch210.0%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP15.0%
Defensive Style: evade up15.0%
Defensive Style: evade up into Stopping Low~Switch Back Blow2KP+K+G15.0%
Offensive Style: Bunker Buster into evade up15.0%
Offensive Style: HAWK Strike15.0%
Offensive Style: backdash15.0%
Offensive Style: crouch dash back into guardG15.0%
Offensive Style: crouch dash forward into guardG15.0%
Offensive Style: crouch into Leg Guard Crush2P15.0%
Offensive Style: evade up into forward movement15.0%
Offensive Style: punch into Set-up (Defensive Style)P+K+G15.0%

Sarah

Career
1–0 · 100.0%
This season
2 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Full Spin Heel Kick9K228.6%
no input228.6%
backdash into evade up114.3%
crouch dash forward into evade down114.3%
guardG into Quick Knee6K114.3%

Jean

Career
2–0 · 100.0%
This season
1 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Oiseikenzuki (Deflect)236P+K120.0%
backdash into Gyaku Seikenzuki66P120.0%
crouch dash forward into guardG120.0%
punchP into KounirenPP120.0%
punchP into Yoko'enpi~Uchishutou6PP120.0%

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)
  • El Blaze: not tested (too few rounds)
  • Eileen: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Jean: not tested (too few rounds)