VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lei Fei

Bruno28

  • Lau
  • Jeffry
  • Jean
Career matches415
Career win rate38.3%
Round win rate27.6%
Peak rank21
Distinct opponents15
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1214 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 Fei2137214922340.0%
Jeffry162071335.0%
Lau162031715.0%
Jean163030.0%

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

145 of 145 rounds counted

6.9 inputs a second (415 a minute) this season. Faster than 43% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau6.840767
Lei Fei6.841044
Jeffry6.941320
Jean8.047814

By opponent's character

Lion6.840526
Wolf6.941527
Pai6.941621
Aoi6.740014
Brad8.047814
Goh7.042113
Akira6.84079
El Blaze6.539310
Sarah6.43836
Lei Fei7.04215

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

Lion7070.0%-8.3
Wolf73442.9%+23.6
Pai6060.0%-21.3
Aoi4040.0%-18.2
Brad4040.0%-25.3
Goh31233.3%+17.7
Akira220100.0%+70.3
El Blaze21150.0%+8.0
Sarah2020.0%-9.6
Lei Fei1010.0%-3.0

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

Octagon71614.3%-8.2
Rectangle6060.0%-5.9
Breakable Full Fence5050.0%-36.0
Open52340.0%+29.0
Full Fence41325.0%+11.4
Low Fence42250.0%+32.1
Single Wall3030.0%-5.4
Full Fence and Open2020.0%-25.9
Breakable Half Fence1010.0%-10.3
Half Fence110100.0%+25.9

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
Walls2412.5%19.9%-7.4
No walls1233.3%14.5%+18.8

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

Dogfingers (Rank 17)73442.9%
Lasdow (Rank 26)6060.0%
speedymat (Rank 27)4040.0%
DeusXvX (Rank 19)31233.3%
EverlastingFGC[SCO] (Rank 32)2020.0%
Ilyricio (Rank 25)2020.0%
MoXFet (Rank 11)2020.0%
PotNoodle (Rank 13)2020.0%
Shenmueestamour (Rank 30)2020.0%
Vinyl_Zinc (Rank 11)2020.0%
YeYeWhatever (Rank 13)220100.0%
AliHuss15 (Rank 3)110100.0%
Azelno (Rank 22)1010.0%
CoolerTails (Rank 35)1010.0%
skywalkeR78081 (Rank 24)1010.0%

Most played opponents, most recent first

CoolerTails (Rank 35)2026/08/051010.0%
PotNoodle (Rank 13)2026/08/052020.0%
skywalkeR78081 (Rank 24)2026/08/051010.0%
Azelno (Rank 22)2026/08/051010.0%
AliHuss15 (Rank 3)2026/08/05110100.0%
Ilyricio (Rank 25)2026/08/052020.0%
YeYeWhatever (Rank 13)2026/08/05220100.0%
MoXFet (Rank 11)2026/08/052020.0%
DeusXvX (Rank 19)2026/08/0531233.3%
Lasdow (Rank 26)2026/08/046060.0%
Shenmueestamour (Rank 30)2026/08/042020.0%
Dogfingers (Rank 17)2026/08/0473442.9%
EverlastingFGC[SCO] (Rank 32)2026/07/272020.0%
Vinyl_Zinc (Rank 11)2026/07/272020.0%
speedymat (Rank 27)2026/07/274040.0%

Round openings

Every character

backdash into evade up74.8%
Chugeki6P into Hou'ou Soushou6PP53.5%
Kakushu Suigeki6P into Kakushu Suirengeki6PP42.8%
backdash into Tenshi Ryusentai6K+G42.8%
Chutenhou3P into Renkan Geimenshou3PP32.1%
Knee Push4K32.1%
Souchuken2P32.1%
backward movement into evade up32.1%
evade up32.1%
forward dash into evade up32.1%
Elbow Butt6P into Elbow Hammer6PP21.4%
Genchi Senpukyaku8K+G into Senpuga~KokeiK+G21.4%
Kakushu Suigeki6P into punch+kick+guardP+K+G21.4%
Kensou4P into Kensou Danteki4PK21.4%
Knee Attack6K21.4%

84 further openings account for the other 97 rounds.

Lau

Career
3–17 · 15.0%
This season
18 matches · 16.7%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chugeki6P into Hou'ou Soushou6PP57.5%
Souchuken2P34.5%
backdash into evade up34.5%
Genchi Senpukyaku8K+G into Senpuga~KokeiK+G23.0%
Kensou4P into Kensou Danteki4PK23.0%
Senchutai3K23.0%
backdash into Enjin Senpukyaku4K+G23.0%
backdash into Gako Choushitsu6K23.0%
backdash into Saishikkyaku4K23.0%
backward movement into evade up23.0%
crouch into Chisoutai2K+G23.0%
forward dash into Fukko Kensou1P23.0%
punchP into RenshouPP23.0%
Enjin Senpukyaku4K+G11.5%
Gako Choushitsu6K11.5%

34 further openings account for the other 34 rounds.

Lei Fei

Career
149–223 · 40.0%
This season
11 matches · 27.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kakushu Suigeki6P into Kakushu Suirengeki6PP49.1%
backdash into Tenshi Ryusentai6K+G49.1%
backdash into evade up49.1%
Chutenhou3P into Renkan Geimenshou3PP36.8%
Kakushu Suigeki6P into punch+kick+guardP+K+G24.5%
backdash into Chinheki4P+K24.5%
backdash into Sayu ShoukenPP24.5%
evade up24.5%
forward dash into evade up24.5%
Dantai4K into backward movement12.3%
Dokuritsu Shiki8P+K+G into Juji ToukyakuK12.3%
Fukusoushou2P12.3%
Kakushu Suigeki6P12.3%
Kakushu Suigeki6P into Kyo Shiki4P+K+G12.3%
Rigoutai6K into kickK12.3%

13 further openings account for the other 13 rounds.

Jeffry

Career
7–13 · 35.0%
This season
5 matches · 20.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Knee Push4K315.0%
Elbow Butt6P into Elbow Hammer6PP210.0%
Knee Attack6K210.0%
Heavy Back Knuckle4P into Double KnucklePP15.0%
Heavy Back Knuckle4P into punchP15.0%
Kenka Hook46P15.0%
Knee Attack6K into kickK15.0%
Low Knuckle2P into forward dash15.0%
Side Kick3K into Knee Attack6K15.0%
backdash into Head Attack46P+K15.0%
backward movement15.0%
backward movement into crouch15.0%
evade down15.0%
forward dash into Low Knuckle2P15.0%
kickK15.0%

1 further openings account for the other 1 rounds.

Jean

Career
0–3 · 0.0%
This season
4 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into punchP214.3%
Gyaku Seikenzuki66P into punchP17.1%
Joudan Ushiro MawashigeriK+G17.1%
Shitazuki3P17.1%
backdash into Getsuku Shouken46P+K17.1%
backdash into Joudan Ushiro MawashigeriK+G17.1%
backdash into Kouyou Getsugashu4KKK17.1%
backward movement into KagizukiPPP17.1%
crouch dash forward into guardG17.1%
crouch into Renge Karitsumi2K+G17.1%
evade down into punchP17.1%
forward dash into punchP17.1%
punchP into KounirenPP17.1%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Lau: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Jean: not tested (too few rounds)