VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

kobog_kobo

  • Taka
  • Kage
  • Akira
  • Lion
Career matches1,175
Career win rate65.3%
Round win rate52.7%
Peak rank38
Distinct opponents45
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1707 #774 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 Fei3865841824063.5%
Kage3435022712364.9%
Taka32119893074.8%
Akira272416866.7%
Lion272417770.8%

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

234 of 319 rounds counted

7.2 inputs a second (434 a minute) this season. Faster than 52% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei7.544738
Taka7.5453101
Kage6.639674
Akira8.048018
Lion6.94153

By opponent's character

Akira7.243228
Sarah7.243439
Jacky7.544929
Pai7.444425
El Blaze6.941623
Jean7.746116
Wolf7.34409
Kage6.740317
Aoi7.444112
Eileen8.24928
Goh6.237515
Jeffry8.04784
Lion8.04799

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

Akira96366.7%+12.9
Sarah94544.4%-6.8
Jacky83537.5%-21.6
Pai84450.0%-8.6
El Blaze63350.0%-11.7
Jean64266.7%+11.3
Lau61516.7%-36.3
Wolf54180.0%+26.1
Kage42250.0%-5.9
Aoi330100.0%+38.2
Eileen330100.0%+56.4
Goh32166.7%+7.9
Jeffry3030.0%-54.0
Brad220100.0%+38.1
Lion2020.0%-46.5
Vanessa220100.0%+46.4
Taka110100.0%+59.1

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

Full Fence1410471.4%+23.8
Half Fence148657.1%-4.0
Breakable Half Fence117463.6%+11.2
Rectangle104640.0%-10.4
Low Fence91811.1%-48.6
Single Wall95455.6%-1.8
Breakable Full Fence42250.0%-8.4
Full Fence and Open440100.0%+47.0
Open43175.0%+19.6

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
Walls5358.5%54.5%+4.0
No walls2240.9%55.8%-14.9

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

銀 (Rank 30)2026/10/1321150.0%
ガリバー (Rank 32)2026/10/132020.0%
こて (Rank 30)2026/10/13220100.0%
jiwoonpk (Rank 32)2026/10/1321150.0%
溟渤 (Rank 33)2026/10/13220100.0%
HIROCHILL (Rank 30)2026/10/13220100.0%
tamaneen (Rank 33)2026/10/1332166.7%
m@-yhan[GG] (Rank 32)2026/10/1332166.7%
『Nεnji』.β (Rank 33)2026/10/1332166.7%
방가방가 (Rank 32)2026/10/13220100.0%
Real_Okira (Rank 30)2026/10/13220100.0%
BANANA (Rank 31)2026/10/024040.0%
ねこ吉 (Rank 26)2026/10/0231233.3%
ヘニオ (Rank 34)2026/10/02220100.0%
KAZ-morimorimiso- (Rank 40)2026/09/24220100.0%
cyomiko (Rank 40)2026/07/2132166.7%
LEO (Rank 30)2026/05/30220100.0%
BONZE_ADVENTURE (Rank 31)2026/05/3031233.3%
そうたいちょ★ (Rank 40)2026/05/252020.0%
ミスプロ狼@tenrishoko (Rank 40)2026/04/1921150.0%
ワロタ (Rank 38)2026/04/19220100.0%
METALX (Rank 35)2026/04/0341325.0%
森繁子 (Rank 35)2026/03/31220100.0%
俺様バーンズ (Rank 34)2026/03/31220100.0%
爆弾ぱちき (Rank 35)2026/03/312020.0%

Round openings

Every character

Senpukyaku66K+G136.7%
Toushou66P105.2%
forward movement into punchP105.2%
kickK63.1%
offensive move52.6%
Rimon Chouchu66P42.1%
Ryu'eikyaku66K42.1%
SokutankyakuK+G into Shishi DaichoukouK+GP42.1%
Dantai4K31.6%
SokutankyakuK+G31.6%
backdash into evade down31.6%
forward movement into Sayu ShoukenPP31.6%
guardG31.6%
guardG into evade up31.6%
guardG into throw escape31.6%

99 further openings account for the other 117 rounds.

Counted from 50 of the 80 matches played. The rest were not pulled for openings.

Lei Fei

Career
418–240 · 63.5%
This season
26 matches · 50.0%
Peak rank
38

First hit in 48.0% of 102 rounds. Won 57.1% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senpukyaku66K+G1312.8%
Toushou66P109.8%
forward movement into punchP54.9%
offensive move54.9%
SokutankyakuK+G into Shishi DaichoukouK+GP43.9%
Dantai4K32.9%
SokutankyakuK+G32.9%
forward movement into Sayu ShoukenPP32.9%
backdash into Kaisei Tento1P+K22.0%
backdash into Nehan Shiki1P+K+G22.0%
backdash into evade down22.0%
evade up into Shatenshou33P22.0%
guardG22.0%
offensive move into Fujinkyaku2K22.0%
offensive move into SokutankyakuK+G22.0%

40 further openings account for the other 42 rounds.

Kage

Career
227–123 · 64.9%
This season
22 matches · 54.5%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ryu'eikyaku66K49.3%
Doukudaki46K24.7%
Engetsugeri9K+G into forward movement24.7%
Hagakure-ryu You Jumonji KamaeP+K+G24.7%
Rasen4P into Rasen Urageri4PK24.7%
Sokuten44P+K+G into Hagakure-ryu You Jumonji KamaeP+K+G24.7%
guardG into Fusen Renkyaku6K+G24.7%
guardG into Senpugeri7K24.7%
guardG into throw escape24.7%
Fusenjin3P into Shippuzan3PP12.3%
Fusenjin3P into forward movement12.3%
Nakageri3K12.3%
Ryubisen44K+G12.3%
Senpugeri7K12.3%
Sokuten44P+K+G into throwP+G12.3%

17 further openings account for the other 17 rounds.

Counted from 12 of the 22 matches played. The rest were not pulled for openings.

Taka

Career
89–30 · 74.8%
This season
26 matches · 61.5%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

kickK520.8%
forward movement into punchP312.5%
evade down into Morotezuki66P28.3%
Mawashi Harite44P14.2%
Morotezuki66P into Morote Tsuppari66PP14.2%
Tsuppari 2PP into Tsuppari 3PPP14.2%
backdash into Kachi'age33P+K14.2%
backdash into Takatsumehashi3P+K14.2%
backdash into evade up14.2%
backdash into guardG14.2%
evade down into Tachi'aiP+K+G14.2%
evade up into Morotezuki66P14.2%
forward dash into Hiji'ate6P14.2%
forward dash into Mukae Shiko2K+G14.2%
no input14.2%

2 further openings account for the other 2 rounds.

Counted from 6 of the 26 matches played. The rest were not pulled for openings.

Akira

Career
16–8 · 66.7%
This season
4 matches · 50.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P422.2%
evade down into Koboku214P211.1%
guardG into Souka Housui3P+K211.1%
Housui2P15.6%
Yakuho Chouchu666P15.6%
backward movement into Koboku214P15.6%
crouch dash back into Jouho Senshou46P15.6%
crouch dash back into Koboku214P15.6%
evade down into Souka Housui3P+K15.6%
forward movement into punchP15.6%
guardG15.6%
guardG into evade up15.6%
guardG into throw escape15.6%

Lion

Career
17–7 · 70.8%
This season
2 matches · 50.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senshippo66P114.3%
Taizan Soukoushu4P+K114.3%
Touku Rigou Bantaitetsu46K+G into forward movement114.3%
forward dash into Ryusei Koushugeki (Deflect)214P114.3%
forward movement into Rensui SoushuPPP+K114.3%
guardG into Taizan Soukoushu4P+K114.3%
punchP into RensuitaiPK114.3%

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)
  • Kage: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Lion: not tested (too few rounds)