VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

VanWinkle

Career matches1,850
Career win rate53.0%
Round win rate50.8%
Peak rank34
Distinct opponents301
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1567 #1,559 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 Fei341,85098186953.0%

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

2,857 of 3,080 rounds counted

5.5 inputs a second (330 a minute) this season. Faster than 8% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei5.53302,857

By opponent's character

Akira5.5332447
Jeffry5.5330243
Wolf5.6338224
Goh5.4326206
Jacky5.5333211
Aoi5.3320152
Shun5.5332155
Jean5.5330157
Sarah5.3320138
Kage5.3319142
Pai5.8348114
Lion5.533289
Lau5.5328123
Lei Fei5.432591
El Blaze5.432385
Eileen5.633459
Taka5.432375
Brad5.633768
Vanessa5.533244
Dural5.432234

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

Akira114585650.9%-0.4
Jeffry62342854.8%-4.1
Wolf58243441.4%-16.7
Goh53233043.4%-9.1
Jacky53262749.1%-3.2
Aoi46301665.2%+14.7
Shun41251661.0%+10.3
Jean39201951.3%+1.5
Sarah39201951.3%-2.1
Kage36221461.1%+10.4
Pai35152042.9%-9.3
Lion31161551.6%+2.5
Lau30161453.3%+2.3
Lei Fei24121250.0%-0.6
El Blaze22111150.0%+6.9
Eileen1914573.7%+21.3
Taka1912763.2%+11.6
Brad189950.0%+0.9
Vanessa104640.0%-11.7
Dural83537.5%-8.4

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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

Breakable Half Fence84364842.9%-11.3
Full Fence84394546.4%-5.9
Low Fence84463854.8%+2.0
Half Fence83453854.2%+1.9
Breakable Full Fence82483458.5%+10.1
Rectangle69313844.9%-4.2
Octagon67343350.8%-5.7
Single Wall59332655.9%+5.0
Open58273146.5%-5.2
Full Fence and Open38261268.4%+18.0

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls46949.7%51.8%-2.2
No walls20152.7%52.0%+0.7

Walls against open: -2.9 points (95% range -11.0 to +5.2), p 0.486 — 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

kagemaru1 (Rank 33)2026/10/1464266.7%
PIECE-Estate66 (Rank 31)2026/10/0562433.3%
무파ZeroBlue (Rank 34)2026/09/2863350.0%
OCHA&NORI (Rank 31)2026/09/281661037.5%
skyward_wildcat4 (Rank 32)2026/09/2771614.3%
AX_Booster (Rank 30)2026/09/2775271.4%
EVOyan (Rank 29)2026/09/2795455.6%
KOMADOG22 (Rank 34)2026/09/2782625.0%
ニトロ (Rank 33)2026/09/2773442.9%
haira_76 (Rank 29)2026/09/2774357.1%
え~る (Rank 32)2026/09/1462433.3%
BANANA (Rank 30)2026/09/1473442.9%
hikabun (Rank 36)2026/09/1473442.9%
openpen (Rank 30)2026/08/3174357.1%
Bird-Tat (Rank 33)2026/08/30148657.1%
midori6127 (Rank 29)2026/08/2386275.0%
うめぶる (Rank 31)2026/08/2363350.0%
jinjin (Rank 32)2026/08/2384450.0%
みだれさん@能登VF部 (Rank 32)2026/08/2373442.9%
HIGE (Rank 31)2026/08/1764266.7%
sy0407r2 (Rank 31)2026/08/1774357.1%
とみ~(お茶 (Rank 31)2026/08/0363350.0%
Masquenada (Rank 33)2026/07/2762433.3%
xenon335 (Rank 33)2026/07/1972528.6%
あーと (Rank 17)2026/04/1974357.1%

Round openings

Lei Fei

Career
981–869 · 53.0%
This season
757 matches · 52.0%
Peak rank
34

First hit in 48.9% of 2,879 rounds. Won 52.7% of the rounds they struck first, 48.8% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 76.5% of rounds, against 56.8% in their other rounds.
  • Against Sarah: backs off first in 40.1% of rounds, against 13.6% against everyone else.
  • After opening the round before by backing off: backs off first in 28.5% of rounds, against 16.2% after anything else.
  • After losing a round: moves in first in 13.7% of rounds, against 9.3% after winning one.
  • When ahead: evades first in 7.7% of rounds, against 3.1% when level or behind.
  • In round 1: opens with “2P+K Soushou into 2P+KP Haishin Chugeki” in 21.8% of rounds, against 5.5% in their other rounds.
  • Against Sarah: opens with “backdash into offensive move” in 16.9% of rounds, against 4.1% against everyone else.
  • After opening the round before with “K+G Sokutankyaku”: opens with “K+G Sokutankyaku” in 12.0% of rounds, against 4.9% after anything else.
  • After losing a round: opens with “K+G Sokutankyaku” in 8.3% of rounds, against 2.3% after winning one.
  • When behind: opens with “K+G Sokutankyaku” in 8.3% of rounds, against 2.4% when ahead or level.

How is this tested?

Soushou2P+K into Haishin Chugeki2P+KP2759.5%
offensive move into crouch1846.3%
Shatenshou33P into Shaten Renshou33PP1756.0%
SokutankyakuK+G1515.2%
backdash into offensive move1374.7%
Zaban Hekishou66P+K1344.6%
forward movement into Sayu ShoukenPP1224.2%
forward movement into punchP1164.0%
Kochouheki (Deflect)236P+K1113.8%
guardG943.2%
backdash into Hai Shiki2P+K+G913.1%
Senpukyaku66K+G682.4%
Toushou66P662.3%
SokutankyakuK+G into Shishi DaichoukouK+GP582.0%
Rigoutai6K572.0%

223 further openings account for the other 1,058 rounds.

Counted from 712 of the 757 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira36–33 · 52%17–20 · 46%+1.1
Jeffry12–18 · 40%14–6 · 70%too few to test
Wolf18–24 · 43%3–4 · 43%too few to test
Goh15–13 · 54%4–12 · 25%too few to test
Jacky14–17 · 45%10–10 · 50%too few to test
Shun14–13 · 52%6–2 · 75%too few to test
Jean14–11 · 56%4–5 · 44%too few to test
Aoi14–7 · 67%7–3 · 70%too few to test
Sarah11–14 · 44%3–5 · 38%too few to test
Pai5–11 · 31%5–6 · 45%too few to test
Kage7–7 · 50%2–2 · 50%too few to test
Lion10–8 · 56%4–4 · 50%too few to test
Lau6–7 · 46%5–4 · 56%too few to test
Lei Fei8–9 · 47%4–3 · 57%too few to test
El Blaze6–8 · 43%1–1 · 50%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

45 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

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 (17 here; about 0.9 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: 10 of 17 tests hold up