VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Lei Fei

Radamyr

  • Pai
  • Jean
Career matches1,568
Career win rate53.1%
Round win rate51.5%
Peak rank30
Distinct opponents54
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1559 #1,610 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 Fei301,29970159854.0%
Pai25154916359.1%
Jean21115417435.6%

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

480 of 721 rounds counted

5.5 inputs a second (333 a minute) this season. Faster than 9% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei5.5332417
Pai5.633812
Jean5.633751

By opponent's character

Pai5.432686
Jacky5.633876
Akira5.734063
Aoi5.532960
Kage5.432521
Goh5.532814
Shun5.633432
Jeffry6.538813
Vanessa5.130420
Lau6.035918
Sarah5.03038
El Blaze5.733926
Lei Fei5.734319
Taka6.03573
Jean5.231113
Lion5.43248

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

Pai3024680.0%+19.9
Jacky2214863.6%+14.2
Akira1812666.7%+15.1
Aoi1731417.6%-20.9
Kage1712570.6%+22.5
Goh113827.3%-28.2
Shun114736.4%-27.7
Jeffry95455.6%-18.7
Vanessa81712.5%-23.5
Wolf82625.0%-0.6
Lau73442.9%+3.0
Sarah75271.4%+8.0
El Blaze61516.7%-44.9
Lei Fei54180.0%+5.3
Taka43175.0%+12.0
Brad32166.7%+30.2
Jean31233.3%-10.2
Lion2020.0%-36.0

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

Octagon33211263.6%+6.2
Breakable Full Fence31201164.5%+15.7
Rectangle21111052.4%+4.6
Full Fence1881044.4%-9.4
Half Fence1651131.2%-23.1
Open148657.1%+11.4
Breakable Half Fence136746.1%-4.9
Low Fence137653.9%-3.2
Single Wall123925.0%-15.9
Full Fence and Open84450.0%+1.6

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13253.8%52.9%+0.8
No walls3946.2%47.9%-1.8

Walls against open: +2.6 points (95% range -14.2 to +19.4), p 0.760 — 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

Firebird710 (Rank 31)2026/07/0282625.0%
phanatik (Rank 34)2026/07/0242250.0%
Sankofa (Rank 24)2026/07/0231233.3%
Cool-Scare-Crow (Rank 26)2026/07/02129375.0%
JAWattack (Rank 28)2026/07/02106460.0%
NoOneSpecific (Rank 30)2026/06/3051420.0%
BLACKSTAR (Rank 33)2026/06/274040.0%
BFGC|McMoney (Rank 34)2026/06/1331233.3%
Sauceymitsu (Rank 26)2026/06/1152340.0%
CeMoi3333 (Rank 27)2026/06/1086275.0%
H.P.Starcraft (Rank 27)2026/06/104040.0%
fivey70 (Rank 26)2026/06/1076185.7%
Crashing_Blow2003 (Rank 31)2026/05/3153260.0%
Garou_7 (Rank 21)2026/05/2132166.7%
Devin-thatguy (Rank 15)2026/05/2151420.0%
ulilb1ckard (Rank 25)2026/05/2031233.3%
Dodoflump(50IQ) (Rank 34)2026/05/094040.0%
ChiefRocka (Rank 30)2026/05/0554180.0%
itrap (Rank 29)2026/04/2454180.0%
n.fangy (Rank 38)2026/04/2462433.3%
Kingbison (Rank 26)2026/04/1453260.0%
KypStorm (Rank 19)2026/04/14440100.0%
RecurringFoidEffect (Rank 27)2026/04/1432166.7%
xBKLYNxKIDDx (Rank 26)2026/04/1454180.0%
Zai (Rank 21)2026/04/1432166.7%

Round openings

Every character

backdash into Kaisei Tento1P+K10013.8%
punchP into Kakushu Suigeki6P9413.0%
punchP547.5%
crouch into Fukusoushou2P527.2%
crouch into Zensoutai2K+G304.1%
crouch into down-back kick1K223.0%
offensive move192.6%
evade up into punchP141.9%
evade up131.8%
throwP+G131.8%
backdash into Dokuritsu Shiki8P+K+G121.7%
backdash into guardG121.7%
Haitenkyaku7K111.5%
guardG101.4%
Kochouheki (Deflect)236P+K into Kinkei DokuritsuP+K91.2%

119 further openings account for the other 259 rounds.

Lei Fei

Career
701–598 · 54.0%
This season
145 matches · 51.7%
Peak rank
30

First hit in 53.0% of 547 rounds. Won 52.1% of the rounds they struck first, 48.6% of the rounds they were struck first.

Significant Tells

  • After the opponent opened the round before by waiting: waits first in 38.2% of rounds, against 13.4% after anything else.
  • After winning a round: evades first in 15.8% of rounds, against 4.0% after losing one.
  • In round 1: opens with “P punch into 6P Kakushu Suigeki” in 31.0% of rounds, against 12.0% in their other rounds.

How is this tested?

backdash into Kaisei Tento1P+K10018.1%
punchP into Kakushu Suigeki6P9417.0%
crouch into Fukusoushou2P529.4%
punchP427.6%
crouch into Zensoutai2K+G305.4%
offensive move193.4%
evade up into punchP142.5%
backdash into Dokuritsu Shiki8P+K+G122.2%
evade up112.0%
throwP+G101.8%
Kochouheki (Deflect)236P+K into Kinkei DokuritsuP+K91.6%
backdash into evade down81.4%
backdash into guardG81.4%
backdash71.3%
crouch dash back into Souyokugeki46P71.3%

65 further openings account for the other 129 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Pai14–4 · 78%6–1 · 86%too few to test
Jacky7–2 · 78%3–4 · 43%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?

Pai

Career
91–63 · 59.1%
This season
32 matches · 65.6%
Peak rank
25

First hit in 48.8% of 121 rounds. Won 69.5% of the rounds they struck first, 48.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into down-back kick1K2117.4%
Haitenkyaku7K119.1%
evade up into Haitenkyaku7K86.6%
punchP65.0%
punchP into up-forward punch9P65.0%
crouch into Renka Sentai2KK54.1%
punchP into crouch54.1%
punchP into Ensei Soushouheki4P43.3%
Danshitsu6K into Danshitsu Senshou6KP32.5%
Ensei KatanhekiP+K into crouch32.5%
crouch into Enbikyaku3K+G32.5%
punchP into RenshouPP32.5%
punchP into Senchuken6P32.5%
Ensei KatanhekiP+K21.6%
Meishouho4P+K+G21.6%

30 further openings account for the other 36 rounds.

Jean

Career
41–74 · 35.6%
This season
11 matches · 27.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Maeken~Joudan MawashigeriPK917.6%
backdash into Yamakuzushi6K713.7%
punchP611.8%
backdash into guardG47.8%
guardG35.9%
Yoko'enpi6P into Yoko'enpi~Uchishutou6PP23.9%
evade up into Gyaku Seikenzuki66P23.9%
evade up into Ryoutezuki66P+K23.9%
punchP into KounirenPP23.9%
throwP+G23.9%
Hangetsu NirenzukiP+K12.0%
Hangetsu NirenzukiP+K into punchP12.0%
Oiseikenzuki (Deflect)236P+K into Hangetsu NirenzukiP+K12.0%
Yoko'enpi~Uchishutou6PP into Gaisen Koushugeki6PPK12.0%
backdash12.0%

7 further openings account for the other 7 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: 3 of 15 tests hold up
  • Pai: not tested (too few rounds)
  • Jean: not tested (too few rounds)