VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

へるる

  • Pai
Career matches1,749
Career win rate56.3%
Round win rate49.6%
Peak rank39
Distinct opponents32
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1831 #288 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 Fei391,73497376156.1%
Pai261511473.3%

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.

Against each character

Jacky107370.0%+17.5
Sarah72528.6%-25.8
Akira53260.0%+9.4
Kage52340.0%-9.4
Vanessa51420.0%-32.0
El Blaze43175.0%+35.6
Jean42250.0%+11.9
Jeffry41325.0%-17.8
Lion42250.0%+7.5
Pai440100.0%+39.3
Eileen3030.0%-41.8
Brad220100.0%+38.6
Goh2020.0%-37.7
Lei Fei21150.0%-4.1
Shun1010.0%-37.1
Taka110100.0%+36.1

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

Breakable Half Fence95455.6%+5.9
Single Wall93633.3%-14.7
Full Fence and Open84450.0%+2.7
Low Fence82625.0%-20.6
Octagon74357.1%+4.8
Rectangle73442.9%-5.8
Full Fence52340.0%-13.4
Open54180.0%+24.8
Half Fence43175.0%+26.1
Breakable Full Fence110100.0%+49.2

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
Walls3354.5%50.8%+3.8
No walls2240.9%47.4%-6.5

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

保育園中退 (Rank 39)2026/03/284040.0%
サンドイッチ (Rank 40)2026/03/28110100.0%
Jeffry (Rank 41)2026/03/2841325.0%
吉田さま (Rank 38)2026/03/282020.0%
セロ (Rank 37)2026/03/28220100.0%
EZO-KAGE (Rank 29)2026/03/28220100.0%
雷電 (Rank 29)2026/03/28220100.0%
ちゃんさき (Rank 23)2026/03/28220100.0%
Aki (Rank 41)2026/03/282020.0%
アレックス・ペレイラ (Rank 41)2026/03/283030.0%
spacex_falcon_heavy (Rank 42)2026/03/281010.0%
金平糖 (Rank 37)2026/03/27110100.0%
日守 剛 (Rank 42)2026/03/272020.0%
はなこ (Rank 39)2026/03/272020.0%
かっこ悪いジャッキー (Rank 39)2026/03/2763350.0%
Taiyaki_Ltd (Rank 39)2026/03/27110100.0%
しょべるん (Rank 37)2026/03/27110100.0%
トーマス軍団残党K (Rank 37)2026/03/27220100.0%
ちょっぱぁ~ (Rank 43)2026/03/271010.0%
かえる (Rank 36)2026/03/27110100.0%
カルティカ (Rank 40)2026/03/2732166.7%
おかし (Rank 40)2026/03/27220100.0%
★闘将拉麵男★ (Rank 40)2026/03/2732166.7%
Iei-Taicho-0624 (Rank 38)2026/03/273030.0%
いくお (Rank 41)2026/03/2732166.7%

Round openings

Every character

backdash into offensive move228.4%
crouch into Bunkyaku3K228.4%
Senpukyaku66K+G145.3%
Toushintai33K+GK into Toushin Sen'enkyaku33K+GKK+G124.6%
backdash into evade up124.6%
Dantai4K83.0%
backdash into throwP+G83.0%
forward movement into Sayu ShoukenPP62.3%
evade up into Shatenshou33P51.9%
forward movement into punchP51.9%
Rigoutai6K into kickK41.5%
backdash into punchP41.5%
crouch dash forward into Bunkyaku3K41.5%
crouch into Fukusoushou2P41.5%
offensive move into kickK41.5%

94 further openings account for the other 128 rounds.

Lei Fei

Career
973–761 · 56.1%
This season
55 matches · 43.6%
Peak rank
39

First hit in 55.7% of 235 rounds. Won 48.9% of the rounds they struck first, 42.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into offensive move229.3%
crouch into Bunkyaku3K229.3%
Senpukyaku66K+G145.9%
Toushintai33K+GK into Toushin Sen'enkyaku33K+GKK+G125.1%
backdash into evade up104.2%
Dantai4K83.4%
backdash into throwP+G73.0%
forward movement into Sayu ShoukenPP62.5%
evade up into Shatenshou33P52.1%
Rigoutai6K into kickK41.7%
crouch dash forward into Bunkyaku3K41.7%
crouch into Fukusoushou2P41.7%
offensive move into kickK41.7%
backdash into Kaisei Tento1P+K31.3%
backdash into punchP31.3%

81 further openings account for the other 108 rounds.

Pai

Career
11–4 · 73.3%
This season
8 matches · 87.5%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into RenshouPP311.5%
Koutankyaku66K into Renkan Tanheki66KP27.7%
Souanshou3P+K into guardG27.7%
backdash into evade up27.7%
crouch into Honshin Soukyaku1K+G27.7%
crouch into Senchutai3K27.7%
forward movement into punchP27.7%
Haitenkyaku7K13.9%
Hi'en Tankyaku9K into guardG13.9%
Senchutai3K into Senkyaku Chushou3KP13.9%
Senchutai3K into guardG13.9%
Souanshou3P+K13.9%
backdash into Tenshin Oushoushou46P+K13.9%
backdash into punchP13.9%
backdash into throwP+G13.9%

3 further openings account for the other 3 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)
  • Pai: not tested (too few rounds)