VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

atototto1000

  • Goh
Career matches14,028
Career win rate49.8%
Round win rate49.0%
Peak rank39
Distinct opponents304
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1704 #794 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 Fei3914,0036,9717,03249.8%
Goh2625131252.0%

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

5,585 of 6,720 rounds counted

7.0 inputs a second (419 a minute) this season. Faster than 45% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei7.04195,562
Goh6.840623

By opponent's character

Akira7.3440707
Jacky7.2432614
Kage6.8410437
Lau7.1427378
Wolf7.1424372
Jean7.1426326
Lion6.9412372
Shun6.8406294
Jeffry7.0419192
Pai7.0419275
Aoi6.9413250
Brad6.8411206
Sarah6.7403215
Vanessa6.7399228
El Blaze6.7404218
Goh6.9415175
Taka6.8407125
Lei Fei6.7404101
Dural6.941267
Eileen6.639733

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

Akira1911068555.5%+12.8
Jacky1807110939.4%-12.5
Kage149668344.3%-1.5
Lau108565251.9%+7.9
Wolf108575152.8%+3.2
Jean95563959.0%+6.9
Lion94385640.4%-2.2
Shun84295534.5%-8.6
Jeffry79374246.8%-1.4
Pai75314441.3%-7.9
Aoi74324243.2%-5.7
Brad70393155.7%+8.2
Sarah64303446.9%-4.8
Vanessa64214332.8%-12.5
El Blaze57253243.9%-3.5
Goh51262551.0%+3.5
Taka40221855.0%+13.8
Lei Fei27141351.9%+4.5
Dural2314960.9%+9.7
Eileen94544.4%-8.8

2 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Open1998811144.2%-3.5
Full Fence174839147.7%+3.4
Breakable Full Fence166769045.8%-2.2
Breakable Half Fence166788847.0%-0.5
Rectangle164828250.0%+2.9
Single Wall159718844.6%-2.1
Octagon154738147.4%+0.8
Half Fence145578839.3%-9.4
Low Fence141756653.2%+5.5
Full Fence and Open81364544.4%-1.3

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
Walls96946.3%46.9%-0.6
No walls49946.9%47.3%-0.4

Walls against open: -0.2 points (95% range -5.6 to +5.2), p 0.944 — 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

金平糖 (Rank 39)2026/10/17158753.3%
★闘将拉麵男★ (Rank 39)2026/10/1741202148.8%
ぶーん (Rank 35)2026/10/16157846.7%
やまだ.com (Rank 36)2026/10/1636171947.2%
Mochi/かしわもち (Rank 38)2026/10/16178947.1%
hikabun (Rank 36)2026/10/162213959.1%
BigBoin (Rank 35)2026/10/151331023.1%
寿司眼鉄 (Rank 38)2026/10/13145935.7%
躑躅 (Rank 36)2026/10/111551033.3%
もっこり (Rank 36)2026/10/051914573.7%
くりたろう (Rank 39)2026/09/302112957.1%
ケツバッターA (Rank 34)2026/09/3026121446.1%
究極無敵 (Rank 37)2026/09/30146842.9%
onigiryy_14 (Rank 35)2026/09/29158753.3%
ワッパ (Rank 34)2026/09/28135838.5%
ニトロ (Rank 36)2026/09/25136746.1%
MaBoy (Rank 35)2026/09/1129181162.1%
ゲッパー (Rank 38)2026/09/10159660.0%
漂泊の民回線ジプシー (Rank 38)2026/09/102115671.4%
CLEARCARE (Rank 40)2026/09/032071335.0%
힘내라코스피아직더물렸다. (Rank 40)2026/08/311771041.2%
lapislazuli (Rank 37)2026/08/312113861.9%
五寸釘くん (Rank 35)2026/08/251751229.4%
interceptor (Rank 34)2026/07/3041162539.0%
シエロJ (Rank 34)2026/06/251321115.4%

Round openings

Lei Fei

Career
6,971–7,032 · 49.8%
This season
1,636 matches · 47.2%
Peak rank
39

First hit in 50.1% of 5,879 rounds. Won 51.3% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 24.8% of rounds, against 9.3% in their other rounds.
  • Against Lau: moves in first in 18.9% of rounds, against 10.1% against everyone else.
  • After opening the round before by backing off: attacks straight away in 43.7% of rounds, against 33.4% after anything else.
  • After winning a round: attacks straight away in 41.0% of rounds, against 32.0% after losing one.
  • When ahead: attacks straight away in 40.0% of rounds, against 33.4% when level or behind.
  • In round 4 or later: opens with “crouch dash forward into G guard” in 5.5% of rounds, against 2.7% in their other rounds.
  • Against Lau: opens with “crouch dash forward into G guard” in 8.2% of rounds, against 3.0% against everyone else.
  • After opening the round before with “2P Fukusoushou”: opens with “crouch dash forward into G guard” in 7.7% of rounds, against 3.9% after anything else.
  • After losing a round: opens with “backdash into evade down” in 5.5% of rounds, against 2.8% after winning one.
  • When behind: opens with “backdash into evade down” in 5.7% of rounds, against 3.3% when ahead or level.

How is this tested?

Fukusoushou2P3075.2%
backdash into evade down2073.5%
crouch dash forward into guardG2033.4%
Tenshi Ryusentai6K+G1953.3%
punchP into Kakushu Suigeki6P1953.3%
backdash into offensive move1873.2%
backdash into evade up1652.8%
punchP1642.8%
Toushou66P1452.5%
SokutankyakuK+G into Shishi DaichoukouK+GP1252.1%
backdash into punchP1172.0%
Senpukyaku66K+G1141.9%
backdash into Hai Shiki2P+K+G1141.9%
backdash into Shishi DaichoukouK+GP1001.7%
offensive move991.7%

386 further openings account for the other 3,490 rounds.

Counted from 1,446 of the 1,636 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
Akira49–40 · 55%26–24 · 52%+2.9
Jacky32–52 · 38%22–29 · 43%-1.6
Kage40–45 · 47%14–24 · 37%+8.1
Lau24–29 · 45%16–14 · 53%-12.8
Wolf35–26 · 57%15–21 · 42%+13.2
Lion30–38 · 44%6–14 · 30%too few to test
Shun13–28 · 32%13–22 · 37%-7.8
Jean24–16 · 60%17–12 · 59%too few to test
Pai15–31 · 33%5–6 · 45%too few to test
Jeffry19–26 · 42%10–7 · 59%too few to test
Brad17–17 · 50%13–10 · 57%too few to test
Aoi16–22 · 42%7–8 · 47%too few to test
Sarah12–19 · 39%14–10 · 58%too few to test
Vanessa8–18 · 31%7–15 · 32%too few to test
Goh20–19 · 51%2–1 · 67%too few to test
Taka17–11 · 61%3–6 · 33%too few to test
El Blaze9–11 · 45%6–3 · 67%too few to test
Lei Fei5–3 · 62%6–5 · 55%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.

190 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?

Not counted here: Goh. Their matches were not pulled for openings.

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