VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

hgamery

Career matches12,048
Career win rate49.6%
Round win rate50.8%
Peak rank32
Distinct opponents138
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1596 #1,379 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 Fei3212,0485,9786,07049.6%

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

2,993 of 4,508 rounds counted

7.4 inputs a second (444 a minute) this season. Faster than 57% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei7.44442,993

By opponent's character

Jacky7.4443400
Kage7.5450274
Shun7.2431298
Wolf7.7461232
Jean7.5452253
Sarah7.5448175
Brad7.6454140
Akira7.2432211
Aoi7.2435162
Vanessa7.3440203
Pai7.2430169
Jeffry7.645484
Goh7.444474
El Blaze7.746271
Lau7.645968
Eileen7.142558
Lei Fei7.142656
Lion7.847033
Taka7.444532

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

Jacky161758646.6%+1.1
Kage135657048.1%+7.4
Shun99673267.7%+17.4
Wolf95464948.4%+1.1
Jean73324143.8%-10.7
Sarah68363252.9%+1.5
Brad63263741.3%-1.5
Akira59312852.5%-8.1
Aoi59302950.9%-2.4
Vanessa56322457.1%-3.6
Pai47262155.3%+2.1
Jeffry45261957.8%-2.0
Goh3226681.2%+19.9
El Blaze3182325.8%-15.6
Lau22101245.5%-13.6
Eileen2171433.3%-29.9
Lei Fei1910952.6%-14.5
Lion178947.1%-13.8
Taka139469.2%+6.0
Dural1010.0%-20.2

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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

Octagon130646649.2%-0.5
Full Fence124735158.9%+7.5
Half Fence124655952.4%+1.7
Breakable Full Fence118665255.9%+4.1
Rectangle116575949.1%-0.4
Breakable Half Fence110664460.0%+10.4
Open108396936.1%-15.0
Single Wall95375839.0%-13.6
Low Fence88474153.4%-1.9
Full Fence and Open39251464.1%+9.8

1 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
Walls72254.2%50.8%+3.3
No walls29142.3%51.9%-9.6

Walls against open: +12.9 points (95% range +5.1 to +20.8), p 0.001 — a difference this size is unlikely to be chance.

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

STOPMOTION (Rank 27)2026/07/06159660.0%
leefung._ (Rank 29)2026/07/0632211165.6%
Da-Goat-Pawn (Rank 31)2026/07/062011955.0%
VF31998 (Rank 28)2026/07/0679433654.4%
Crashing_Blow2003 (Rank 33)2026/07/0664214332.8%
I'monlysleeping (Rank 26)2026/07/062191242.9%
Pie (Rank 34)2026/07/0536102627.8%
NoOneSpecific (Rank 31)2026/07/0433191457.6%
JAWattack (Rank 30)2026/07/02134930.8%
JimmyBiscuits (Rank 29)2026/06/2837221559.5%
Username (Rank 32)2026/06/271910952.6%
UltraSeBassツ (Rank 35)2026/06/222291340.9%
evoyd (Rank 32)2026/06/2131151648.4%
Kingbison (Rank 28)2026/06/21169756.2%
itrap (Rank 29)2026/06/2138191950.0%
DatDemo (Rank 28)2026/06/201812666.7%
Jiikae (Rank 31)2026/06/1927161159.3%
Based_Ganja (Rank 31)2026/06/1826101638.5%
Boogal (Rank 32)2026/06/071761135.3%
UltraShock5 (Rank 29)2026/06/04135838.5%
Monroe (Rank 33)2026/06/031521313.3%
IXOYE (Rank 28)2026/05/3032102231.2%
freddy (Rank 12)2026/05/2816160100.0%
legendaryhero (Rank 28)2026/05/272671926.9%
ChiefRocka (Rank 30)2026/05/261321115.4%

Round openings

Lei Fei

Career
5,978–6,070 · 49.6%
This season
1,116 matches · 51.1%
Peak rank
32

First hit in 50.3% of 4,474 rounds. Won 53.0% of the rounds they struck first, 48.7% of the rounds they were struck first.

Significant Tells

  • Against Aoi: waits first in 14.0% of rounds, against 3.7% against everyone else.
  • After opening the round before by waiting: waits first in 11.3% of rounds, against 3.9% after anything else.
  • After winning a round: attacks straight away in 70.8% of rounds, against 61.1% after losing one.
  • In round 1: opens with “P punch into PP Sayu Shouken” in 6.9% of rounds, against 3.7% in their other rounds.
  • Against Shun: opens with “offensive move” in 18.3% of rounds, against 8.3% against everyone else.
  • After opening the round before with “offensive move”: opens with “offensive move” in 16.8% of rounds, against 8.2% after anything else.
  • After the opponent opened the round before with “G guard”: opens with “6P+K Gaiken into 6P+K+G forward punch+kick+guard” in 7.7% of rounds, against 3.4% after anything else.
  • After losing a round: opens with “backdash into 1P+K Kaisei Tento” in 10.4% of rounds, against 5.0% after winning one.

How is this tested?

offensive move4139.1%
backdash into Kaisei Tento1P+K2926.5%
punchP into Sayu ShoukenPP2034.5%
Gaiken6P+K into forward punch+kick+guard6P+K+G1573.5%
backdash into guardG1363.0%
Kochouheki (Deflect)236P+K1262.8%
offensive move into Kinkei DokuritsuP+K1212.7%
backward movement into Kochouheki (Deflect)236P+K1162.6%
offensive move into evade down1112.5%
Gaiken6P+K into punch+kick+guardP+K+G1102.4%
offensive move into Fujinkyaku2K972.1%
Senpukyaku66K+G851.9%
evade down into guardG791.8%
SokutankyakuK+G into Shishi DaichoukouK+GP781.7%
Souhikyaku9K+G711.6%

314 further openings account for the other 2,323 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky51–45 · 53%17–36 · 32%too few to test
Kage45–52 · 46%13–13 · 50%too few to test
Shun52–13 · 80%10–16 · 38%too few to test
Wolf40–36 · 53%4–13 · 24%too few to test
Jean24–27 · 47%6–8 · 43%too few to test
Sarah23–24 · 49%9–8 · 53%too few to test
Brad19–24 · 44%7–11 · 39%too few to test
Akira19–23 · 45%8–5 · 62%too few to test
Aoi14–9 · 61%13–16 · 45%too few to test
Vanessa21–11 · 66%5–9 · 36%too few to test
Pai14–14 · 50%7–2 · 78%too few to test
Jeffry17–12 · 59%6–4 · 60%too few to test
Goh14–3 · 82%10–1 · 91%too few to test
El Blaze2–12 · 14%2–8 · 20%too few to test
Lau8–8 · 50%0–2 · 0%too few to test
Eileen5–6 · 45%2–5 · 29%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 (18 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: 8 of 18 tests hold up