VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

goonies

Career matches424
Career win rate54.2%
Round win rate50.3%
Peak rank27
Distinct opponents22
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1268 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 Fei2742423019454.2%

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

121 of 195 rounds counted

10.5 inputs a second (631 a minute) this season. Faster than 97% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei10.5631121

By opponent's character

Aoi9.65757
Goh10.865014
Jacky11.267019
Shun13.279217
Akira9.75809
Lei Fei9.557111
Pai8.047911
El Blaze9.35609
Jeffry9.758110
Vanessa10.16067
Wolf13.27914
Sarah12.87693

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

Aoi1312192.3%+56.9
Goh4040.0%-66.8
Jacky42250.0%+0.6
Lion4040.0%-5.5
Shun440100.0%+46.4
Akira32166.7%-9.6
Dural31233.3%+23.4
Lei Fei3030.0%-69.9
Pai31233.3%-20.9
El Blaze2020.0%-65.2
Jeffry2020.0%-41.0
Vanessa2020.0%-36.2
Wolf21150.0%+3.4
Sarah110100.0%+30.3

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

Full Fence125741.7%-0.6
Open74357.1%+3.0
Breakable Half Fence63350.0%-20.6
Breakable Full Fence53260.0%+31.9
Low Fence54180.0%+26.0
Full Fence and Open4040.0%-40.2
Half Fence43175.0%+24.6
Octagon32166.7%+19.6
Rectangle2020.0%-78.7
Single Wall2020.0%-5.3

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
Walls3250.0%49.3%+0.7
No walls1457.1%48.2%+8.9

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

qwetrrin (Rank 30)2026/08/311010.0%
windowkhs (Rank 27)2026/08/181010.0%
インドラー (Rank 25)2026/08/172020.0%
MaxMuncy (Rank 25)2026/08/17110100.0%
mitorakujo (Rank 26)2026/08/17220100.0%
こて (Rank 26)2026/07/05110100.0%
gotogotoakira (Rank 25)2026/07/05220100.0%
kuni_sato (Rank 26)2026/07/04220100.0%
G13 (Rank 22)2026/07/04110100.0%
easternyouth (Rank 21)2026/07/042020.0%
cs2skoda (Rank 24)2026/07/042020.0%
りてりん (Rank 27)2026/07/042020.0%
nekota (Rank 24)2026/07/03220100.0%
[Garnet]agingcurvedAjeossi (Rank 24)2026/07/0331233.3%
yasai (Rank 21)2026/06/1921150.0%
零ジャック (Rank 26)2026/06/191010.0%
6132da (Rank 23)2026/06/192020.0%
oichanJP (Rank 27)2026/06/192020.0%
造り酒屋の御曹司 (Rank 23)2026/04/251010.0%
我的名字叫顺溜 (Rank 23)2026/04/2231233.3%
ー男ー (Rank 16)2026/04/221110190.9%
龍太 (Rank 42)2026/04/224040.0%

Round openings

Lei Fei

Career
230–194 · 54.2%
This season
50 matches · 48.0%
Peak rank
27

First hit in 47.2% of 195 rounds. Won 54.4% of the rounds they struck first, 46.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG2010.3%
Zaban Hekishou66P+K into Gaiken6P+K105.1%
backdash into offensive move73.6%
forward dash into forward movement73.6%
backdash into Goka Zasan466P+K52.6%
forward dash into guardG52.6%
Kyuho Soufuken46P+K into Souryu Shukkai43P+K42.0%
guardG into evade down42.0%
kickK42.0%
Dantai4K31.5%
Kyuho Soufuken46P+K into Goka Zasan466P+K31.5%
Niki Bunkyaku9K31.5%
backward movement into Zaban Hekishou66P+K31.5%
crouch into Shaten Renshou33PP31.5%
crouch into Souryu Shukkai43P+K31.5%

94 further openings account for the other 111 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 (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)