VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

たっつぁん

Career matches2,891
Career win rate52.3%
Round win rate47.4%
Peak rank39
Distinct opponents80
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1692 #835 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 Fei392,8531,4911,36252.3%
Kage—38221657.9%

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

556 of 764 rounds counted

7.5 inputs a second (450 a minute) this season. Faster than 60% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei7.5450556

By opponent's character

Vanessa7.344152
Lion7.545267
Akira7.645652
Kage7.444449
Goh7.444448
Jacky7.846523
Lei Fei7.746135
Pai7.545152
Eileen7.343732
Sarah7.746117
Wolf7.645619
Brad7.343614
Jeffry7.947312
Lau7.746230
Aoi7.142615
El Blaze7.243417
Jean7.746218
Shun7.84694

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

Vanessa21101147.6%+7.7
Lion1710758.8%+14.7
Akira1641225.0%-20.2
Kage1651131.2%-6.1
Goh145935.7%-8.4
Jacky137653.9%+5.1
Lei Fei138561.5%+11.9
Pai126650.0%+6.0
Eileen93633.3%-8.9
Sarah93633.3%-10.1
Wolf82625.0%-21.2
Brad74357.1%+13.4
Jeffry74357.1%+18.2
Lau75271.4%+39.4
Aoi62433.3%-7.2
El Blaze62433.3%-9.4
Jean4040.0%-39.2
Shun1010.0%-53.7

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

Octagon27101737.0%-4.8
Breakable Full Fence23101343.5%-1.5
Half Fence1971236.8%-6.3
Breakable Half Fence1861233.3%-16.5
Low Fence1861233.3%-9.1
Rectangle1710758.8%+21.3
Open169756.2%+16.2
Single Wall125741.7%+3.0
Full Fence96366.7%+21.4
Full Fence and Open84450.0%+8.1

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
Walls11343.4%43.4%-0.0
No walls4643.5%40.8%+2.6

Walls against open: -2.7 points (95% range -21.1 to +15.7), p 0.774 — 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

みんみんさん (Rank 36)2026/10/1441325.0%
Wallaby360 (Rank 37)2026/10/1442250.0%
gau-cha-mu (Rank 36)2026/10/0253260.0%
tamoleen_0627 (Rank 35)2026/09/0842250.0%
ダイゴロー/Daigoro (Rank 36)2026/07/1031233.3%
Alias-ks77 (Rank 36)2026/07/10440100.0%
shenron0321 (Rank 41)2026/07/1031233.3%
nidaimebannai (Rank 38)2026/07/0953260.0%
nassy-0106 (Rank 36)2026/07/09330100.0%
mahiro_725 (Rank 33)2026/07/0742250.0%
ぷこ (Rank 36)2026/07/0742250.0%
METALX (Rank 38)2026/06/1653260.0%
じゃんぬ兄(公認) (Rank 36)2026/06/1642250.0%
タピる。 (Rank 36)2026/05/3151420.0%
ジークリオン (Rank 35)2026/05/3131233.3%
Lidly (Rank 36)2026/05/3163350.0%
ちゃんゆき/takayuki_vf (Rank 36)2026/05/2132166.7%
naniya (Rank 34)2026/05/1931233.3%
信州蕎麦の会☆銀狼 (Rank 38)2026/05/0941325.0%
ba(袈裟) (Rank 35)2026/05/0932166.7%
Tokkovanessa_VF (Rank 41)2026/05/0743175.0%
muumuu (Rank 38)2026/05/0541325.0%
hitosasiyubi777 (Rank 36)2026/05/0561516.7%
苦道訓|kudoukun_goh (Rank 38)2026/05/0532166.7%
jefrikko (Rank 38)2026/05/05330100.0%

Round openings

Lei Fei

Career
1,491–1,362 · 52.3%
This season
186 matches · 43.0%
Peak rank
39

First hit in 50.8% of 724 rounds. Won 48.1% of the rounds they struck first, 46.9% of the rounds they were struck first.

Significant Tells

  • In round 3: moves in first in 39.7% of rounds, against 28.7% in their other rounds.
  • In round 1: opens with “66P+K Zaban Hekishou” in 10.2% of rounds, against 2.7% in their other rounds.

How is this tested?

Senpukyaku66K+G669.1%
backdash into offensive move638.7%
forward movement into punchP466.3%
backdash into throwP+G375.1%
Zaban Hekishou66P+K334.6%
Fukusoushou2P314.3%
backdash into evade up223.0%
crouch dash forward into throw escape223.0%
crouch dash forward into guardG172.4%
backdash into Hai Shiki2P+K+G141.9%
punchP141.9%
backdash into Shatenshou33P131.8%
forward dash into evade up131.8%
crouch dash forward into evade down121.7%
crouch dash forward into punchP121.7%

129 further openings account for the other 309 rounds.

Counted from 176 of the 186 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
Vanessa6–8 · 43%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.

10 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?

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: 2 of 15 tests hold up