VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

qwetrrin

  • Vanessa
  • Sarah
Career matches2,658
Career win rate51.7%
Round win rate51.0%
Peak rank31
Distinct opponents128
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1536 #1,773 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 Fei311,72590282352.3%
Brad—71134436748.4%
Sarah272001118955.5%
Vanessa231613381.2%
Aoi—65183.3%

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

1,226 of 1,251 rounds counted

11.2 inputs a second (669 a minute) this season. Faster than 99% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei11.26721,157
Vanessa10.361969

By opponent's character

Akira11.1667193
Wolf11.3678115
Jacky11.0660111
Shun11.367798
Lau11.468483
Jeffry11.367977
Aoi11.770271
Lei Fei11.065969
Jean10.764358
Pai11.468564
Sarah11.066251
Brad10.864749
Kage11.066041
Vanessa11.468739
Goh10.663434
Eileen11.166526
El Blaze10.764322
Lion11.166417
Taka9.95928

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

Akira48272156.2%+8.0
Wolf30201066.7%+15.4
Jacky28121642.9%-5.7
Shun26141253.9%-0.6
Lau21101147.6%-8.3
Jeffry1961331.6%-22.2
Aoi179852.9%-3.7
Lei Fei1710758.8%+7.3
Jean1610662.5%+6.0
Pai157846.7%-6.9
Sarah139469.2%+23.1
Brad124833.3%-9.7
Kage105550.0%-9.4
Vanessa105550.0%-3.8
Goh94544.4%+7.0
Eileen74357.1%+3.7
El Blaze51420.0%-21.8
Lion42250.0%+2.2
Taka2020.0%-55.2

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

Rectangle41221953.7%+3.9
Single Wall39182146.1%-4.3
Full Fence36181850.0%-2.4
Low Fence36231363.9%+15.3
Breakable Full Fence29121741.4%-11.5
Open27111640.7%-11.3
Breakable Half Fence25131252.0%+2.1
Half Fence25141156.0%-1.4
Octagon2113861.9%+8.6
Full Fence and Open1611568.8%+17.6

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls17752.0%52.3%-0.3
No walls10251.0%50.4%+0.6

Walls against open: -0.9 points (95% range -13.7 to +11.8), p 0.887 — 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

mossan_opa2 (Rank 32)2026/09/2241325.0%
a_h_i_k_o (Rank 26)2026/09/2242250.0%
misoazy (Rank 29)2026/09/2232166.7%
あ (Rank 27)2026/09/2231233.3%
indoor_proviso (Rank 30)2026/09/144040.0%
くまきの (Rank 28)2026/09/1386275.0%
そんさく先生@SRGM (Rank 30)2026/09/134040.0%
elf4sale (Rank 33)2026/09/1395455.6%
ケイメイざとぅ (Rank 32)2026/09/1351420.0%
はげまん (Rank 29)2026/09/07104640.0%
たっちい (Rank 31)2026/09/0652340.0%
44884 (Rank 29)2026/09/0632166.7%
orz (Rank 29)2026/09/061510566.7%
HIGE (Rank 32)2026/09/0653260.0%
legend0219 (Rank 29)2026/09/0643175.0%
たけし (Rank 29)2026/09/05440100.0%
sinsig22 (Rank 29)2026/09/044040.0%
gans.sk602 (Rank 30)2026/09/0441325.0%
wildguy177 (Rank 32)2026/09/034040.0%
TAPIOKA (Rank 29)2026/09/0383537.5%
うをん (Rank 30)2026/09/03440100.0%
青山@はなちゃん (Rank 29)2026/08/3063350.0%
sueokisonomama (Rank 32)2026/08/3041325.0%
鳩男 (Rank 30)2026/08/2432166.7%
tepodon_inaba (Rank 21)2026/07/20440100.0%

Round openings

Every character

backdash into Kaisei Tento1P+K18314.6%
kickK12710.2%
crouch into Bunkyaku3K1118.9%
Kochouheki (Deflect)236P+K into Kinkei DokuritsuP+K554.4%
punchP443.5%
Niki Bunkyaku9K393.1%
punchP into Sayu ShoukenPP362.9%
backdash into backward movement342.7%
kickK into evade down312.5%
backdash into crouch221.8%
SokutankyakuK+G into Shishi DaichoukouK+GP211.7%
Sayu ShoukenPP into Renkan MahosuiPPP201.6%
backdash into guardG181.4%
forward dash into throwP+G171.4%
SokutankyakuK+G151.2%

187 further openings account for the other 478 rounds.

Lei Fei

Career
902–823 · 52.3%
This season
287 matches · 50.2%
Peak rank
31

First hit in 60.2% of 1,156 rounds. Won 51.9% of the rounds they struck first, 48.5% of the rounds they were struck first.

Significant Tells

  • Against Shun: evades first in 7.1% of rounds, against 1.7% against everyone else.
  • After opening the round before with “K kick”: opens with “P punch” in 12.0% of rounds, against 3.0% after anything else.

How is this tested?

backdash into Kaisei Tento1P+K18315.8%
kickK12711.0%
crouch into Bunkyaku3K1119.6%
Kochouheki (Deflect)236P+K into Kinkei DokuritsuP+K554.8%
punchP413.5%
Niki Bunkyaku9K393.4%
punchP into Sayu ShoukenPP363.1%
backdash into backward movement342.9%
kickK into evade down312.7%
backdash into crouch221.9%
SokutankyakuK+G into Shishi DaichoukouK+GP211.8%
Sayu ShoukenPP into Renkan MahosuiPPP201.7%
backdash into guardG181.6%
forward dash into throwP+G171.5%
SokutankyakuK+G151.3%

133 further openings account for the other 387 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira14–7 · 67%12–12 · 50%too few to test
Wolf11–5 · 69%6–5 · 55%too few to test
Jacky7–10 · 41%2–5 · 29%too few to test
Shun7–8 · 47%3–2 · 60%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?

Vanessa

Career
13–3 · 81.2%
This season
16 matches · 75.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: punch into Jab~BodyPP913.0%
Defensive Style: Back Knuckle High into Back Knuckle Stream6PKK45.8%
Defensive Style: crouch into Defensive Elbow (Deflect)1P45.8%
Defensive Style: kick into Switch Left SlicerKK45.8%
Defensive Style: backdash into backward movement34.3%
Defensive Style: backdash into guardG34.3%
Defensive Style: back kick22.9%
Defensive Style: backdash22.9%
Defensive Style: backdash into Back Knuckle Stream6PKK22.9%
Defensive Style: backdash into Set-up (Offensive Style)P+K+G22.9%
Defensive Style: backdash into Switch Left SlicerKK22.9%
Defensive Style: backdash into Wheel Kick9K+G22.9%
Defensive Style: crouch into Cut Upper3P22.9%
Defensive Style: crouch into Sliding Low Kick1K+G22.9%
Defensive Style: guard into crouch22.9%

24 further openings account for the other 24 rounds.

Sarah

Career
111–89 · 55.5%
This season
6 matches · 50.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hide Side Kick (Deflect)P+K312.0%
backdash into Crescent Heel4K+G312.0%
crouch into Serpent Toe Kick2P+K312.0%
punchP312.0%
Breeze Shot6P+K14.0%
Breeze Shot6P+K into Quick Knee and Toe Kick6KK14.0%
Jab StraightPP into Flash Piston PunchPPP14.0%
Somersault Kick7K14.0%
crouch into Jackknife Middle Kick3KK14.0%
crouch into Leg Slicer2K+G14.0%
crouch into Setup Combination3PK14.0%
crouch into Valkyrie Low1K+G14.0%
evade down into Jab StraightPP14.0%
forward dash into Crescent Heel4K+G14.0%
forward movement into Double Thrust KickKK14.0%

2 further openings account for the other 2 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 (15 here; about 0.8 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: 2 of 15 tests hold up
  • Vanessa: not tested (too few rounds)
  • Sarah: not tested (too few rounds)