VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

Angelus619

Career matches1,038
Career win rate50.7%
Round win rate47.0%
Peak rank28
Distinct opponents54
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1417 #2,559 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 Fei281,03852651250.7%

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

880 of 908 rounds counted

6.6 inputs a second (396 a minute) this season. Faster than 34% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei6.6396880

By opponent's character

Shun6.538998
Taka7.142584
Akira6.941571
Aoi6.639756
Lau7.041772
Sarah6.538868
Pai6.338058
Wolf6.438663
Goh6.740167
Jacky6.337959
El Blaze6.136734
Jean6.539029
Vanessa6.338136
Jeffry7.042122
Lei Fei6.035818
Brad6.136714
Kage6.438713
Lion6.941613
Dural7.14235

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

Shun24131154.2%+11.1
Taka21101147.6%+3.3
Akira1971236.8%-8.9
Aoi1991047.4%+6.8
Lau1881044.4%+7.9
Sarah1881044.4%-5.7
Pai1641225.0%-14.7
Wolf1661037.5%+4.6
Goh159660.0%+16.3
Jacky1441028.6%-15.5
El Blaze84450.0%+7.9
Jean83537.5%-1.3
Vanessa83537.5%-12.6
Jeffry61516.7%-17.1
Lei Fei42250.0%+4.5
Brad31233.3%-0.7
Kage330100.0%+11.3
Lion31233.3%-34.6
Dural110100.0%+23.7

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

Open32161650.0%+9.4
Octagon25111444.0%-0.9
Breakable Half Fence23111247.8%+4.8
Full Fence2381534.8%-10.5
Breakable Full Fence2271531.8%-13.6
Rectangle2191242.9%+2.5
Low Fence1991047.4%+9.8
Single Wall1881044.4%+0.2
Half Fence1551033.3%-15.0
Full Fence and Open63350.0%+5.5

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls12939.5%43.9%-4.4
No walls6947.8%41.6%+6.3

Walls against open: -10.7 points (95% range -26.9 to +5.6), p 0.198 — 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

H.P.Starcraft (Rank 28)2026/07/30137653.9%
メスゴリラ (Rank 27)2026/07/2841325.0%
TayoTayoTaka (Rank 29)2026/07/2885362.5%
B34TD0WN (Rank 30)2026/07/28123925.0%
tenpai (Rank 30)2026/07/2231233.3%
Scorcho (Rank 27)2026/07/2264266.7%
STOPMOTION (Rank 26)2026/07/2254180.0%
BeavisAndButt-Head69 (Rank 28)2026/07/22134930.8%
seedash (Rank 28)2026/07/2293633.3%
Ingobernable (Rank 27)2026/07/2042250.0%
DDRMONKEY (Rank 27)2026/07/2052340.0%
mamaluigi145 (Rank 26)2026/07/1974357.1%
VF31998 (Rank 29)2026/06/2961516.7%
JAWattack (Rank 29)2026/06/2483537.5%
SDVF|JINXHAND (Rank 29)2026/06/2474357.1%
Based_Ganja (Rank 30)2026/06/2485362.5%
Gotsu87 (Rank 29)2026/06/2263350.0%
Jiikae (Rank 29)2026/06/2241325.0%
unknown (Rank 27)2026/06/206060.0%
XsT (Rank 28)2026/06/1541325.0%
Sambin0 (Rank 26)2026/06/1562433.3%
samtheseed (Rank 28)2026/06/1332166.7%
Konjikinoame (Rank 27)2026/06/0964266.7%
GK (Rank 28)2026/06/0961516.7%
ShogiDad (Rank 16)2026/04/1763350.0%

Round openings

Lei Fei

Career
526–512 · 50.7%
This season
224 matches · 43.3%
Peak rank
28

First hit in 51.5% of 899 rounds. Won 50.8% of the rounds they struck first, 43.6% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 44.6% of rounds, against 27.8% in their other rounds.
  • In round 1: opens with “G guard” in 17.4% of rounds, against 9.2% in their other rounds.
  • Against Pai: opens with “G guard” in 27.6% of rounds, against 10.1% against everyone else.
  • On Low Fence stages: opens with “backdash into 8K Shazen Tenshin Haikyaku” in 11.7% of rounds, against 3.8% on the other stages.
  • After losing a round: opens with “K kick” in 15.4% of rounds, against 3.6% after winning one.
  • When behind: opens with “K kick” in 13.9% of rounds, against 5.6% when ahead or level.

How is this tested?

guardG10311.2%
backdash into Kaisei Tento1P+K778.4%
kickK727.8%
backdash into Shazen Tenshin Haikyaku8K414.5%
Soushou2P+K384.1%
Rigoutai6K313.4%
backdash into offensive move283.0%
Zaban Hekishou66P+K242.6%
Dantai4K232.5%
backdash into backward movement232.5%
Toushou66P192.1%
Zaban Hekishou66P+K into throwP+G192.1%
Zensoutai2K+G192.1%
crouch into Zensoutai2K+G192.1%
kickK into crouch182.0%

130 further openings account for the other 364 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun9–5 · 64%2–5 · 29%too few to test
Taka7–8 · 47%3–3 · 50%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?

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: 6 of 15 tests hold up