VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lei Fei

とと

Career matches565
Career win rate66.7%
Round win rate55.3%
Peak rank39
Distinct opponents46
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1785 #426 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 Fei3956537718866.7%

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

331 of 331 rounds counted

7.5 inputs a second (450 a minute) this season. Faster than 59% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei7.5450331

By opponent's character

Brad7.444662
Pai7.544951
Kage7.645434
Sarah7.545334
Lau7.545227
Vanessa7.444330
Jacky7.343822
Akira8.249218
Jean7.645412
Shun7.444311
Eileen7.14268
El Blaze7.94746
Taka7.04207
Aoi7.64575
Lion7.74604

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

Brad157846.7%-9.3
Pai125741.7%-6.5
Kage84450.0%-4.2
Sarah86275.0%+18.8
Lau75271.4%+10.3
Vanessa73442.9%-14.7
Jacky64266.7%-0.6
Akira53260.0%+5.9
Jean32166.7%+10.2
Shun31233.3%-30.8
Eileen220100.0%+45.2
El Blaze220100.0%+38.0
Taka21150.0%-4.9
Aoi1010.0%-46.5
Lion110100.0%+32.6

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

Open148657.1%+3.6
Single Wall125741.7%-13.3
Breakable Half Fence117463.6%+1.8
Low Fence105550.0%+1.3
Full Fence95455.6%-6.9
Octagon84450.0%-3.1
Rectangle65183.3%+21.1
Breakable Full Fence53260.0%+3.5
Half Fence53260.0%+3.0
Full Fence and Open1010.0%-53.0

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
Walls4461.4%59.4%+2.0
No walls3650.0%52.3%-2.3

Walls against open: +4.3 points (95% range -17.2 to +25.9), p 0.695 — 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

Source-chaude-Pa (Rank 42)2026/07/16103730.0%
ハナノコルンルン (Rank 40)2026/07/1631233.3%
KA-GO (Rank 40)2026/07/1632166.7%
こんにちわアキラ (Rank 42)2026/07/162020.0%
ぶひっサ (Rank 37)2026/07/1521150.0%
futaba-34 (Rank 36)2026/07/14330100.0%
愛蒔らぶり (Rank 41)2026/07/141010.0%
ちゃんゆき/takayuki_vf (Rank 36)2026/07/14220100.0%
tamagokun_1980 (Rank 39)2026/07/141010.0%
ばねばば (Rank 33)2026/07/13110100.0%
Sore (Rank 36)2026/07/1343175.0%
hattori1357 (Rank 35)2026/07/13220100.0%
鮫島sirzima (Rank 37)2026/07/1321150.0%
jikacho-Gigas (Rank 40)2026/07/131010.0%
masazo1111 (Rank 34)2026/07/13110100.0%
LEEGOSEGA (Rank 38)2026/07/131010.0%
★闘将拉麵男★ (Rank 36)2026/07/1321150.0%
ManEater (Rank 37)2026/07/1343175.0%
つがさん (Rank 35)2026/07/1331233.3%
jefrikko (Rank 35)2026/07/102020.0%
k (Rank 32)2026/07/10220100.0%
しーちゃん (Rank 37)2026/07/10220100.0%
ankocat2 (Rank 36)2026/07/10220100.0%
FoooooL (Rank 35)2026/07/10220100.0%
zakisan (Rank 36)2026/07/1031233.3%

Round openings

Lei Fei

Career
377–188 · 66.7%
This season
82 matches · 56.1%
Peak rank
39

First hit in 59.1% of 323 rounds. Won 56.5% of the rounds they struck first, 52.3% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 48.8% of rounds, against 27.6% in their other rounds.
  • After losing a round: moves in first in 58.6% of rounds, against 27.6% after winning one.
  • When behind: moves in first in 61.1% of rounds, against 24.5% when ahead.
  • After losing a round: opens with “crouch dash forward into G guard” in 25.2% of rounds, against 7.5% after winning one.
  • When ahead: opens with “33P Shatenshou” in 21.7% of rounds, against 4.2% when behind.

How is this tested?

Shatenshou33P5315.8%
crouch dash forward into guardG4914.6%
crouch into Bunkyaku3K144.2%
Shatenshou33P into punchP123.6%
crouch dash forward into evade down123.6%
crouch dash forward into Fukusoushou2P92.7%
crouch dash forward into Kakushu Suigeki6P92.7%
crouch dash forward into Gaiken6P+K82.4%
crouch dash forward into throwP+G82.4%
Gaiken6P+K into forward punch+kick+guard6P+K+G72.1%
backdash into offensive move61.8%
Shazen Tenshin Haikyaku8K51.5%
crouch dash back into evade down51.5%
evade down into crouch dash forward51.5%
backdash into evade down41.2%

78 further openings account for the other 130 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).

Tests behind each character's list

  • Lei Fei: 5 of 15 tests hold up