VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

ちな

  • Brad
Career matches1,047
Career win rate43.5%
Round win rate38.4%
Peak rank28
Distinct opponents60
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1297 #3,134 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 Fei281,01344357043.7%
Brad2134122235.3%

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.

Inputs per second

277 of 307 rounds counted

7.9 inputs a second (474 a minute) this season. Faster than 69% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei7.8471197
Brad8.048080

By opponent's character

Akira8.048247
Goh7.846940
Pai7.947240
Aoi7.645424
El Blaze8.249319
Jacky7.444319
Wolf8.148819
Shun8.349812
Lion8.04789
Sarah8.349612
Jeffry7.44469
Vanessa8.45027
Brad7.04204
Dural8.04823
Jean8.14855
Lei Fei7.14265
Taka8.65153

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

Akira147750.0%+22.3
Goh114736.4%+3.7
Pai114736.4%+3.7
Aoi82625.0%-9.4
El Blaze5050.0%-22.9
Jacky5050.0%-32.6
Wolf53260.0%+35.9
Shun41325.0%-7.1
Lion31233.3%+8.4
Sarah3030.0%-30.4
Jeffry21150.0%+32.7
Kage2020.0%-33.1
Vanessa2020.0%-33.1
Brad1010.0%-22.1
Dural1010.0%-19.4
Jean110100.0%+81.9
Lei Fei1010.0%-21.2
Taka1010.0%-32.1

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 Fence113827.3%+6.0
Octagon105550.0%+20.5
Open102820.0%-15.8
Low Fence91811.1%-24.9
Rectangle9090.0%-34.1
Half Fence82625.0%+3.2
Full Fence63350.0%+21.6
Single Wall62433.3%+4.4
Breakable Full Fence42250.0%+16.0
Full Fence and Open2020.0%-32.5

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
Walls4831.2%27.8%+3.5
No walls2520.0%32.5%-12.5

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

UMAGON (Rank 31)2026/10/14220100.0%
gzwiz53 (Rank 27)2026/10/141010.0%
Martin1833 (Rank 26)2026/10/1431233.3%
suga__chan (Rank 31)2026/10/141010.0%
ji-ru_11 (Rank 30)2026/10/142020.0%
misoazy (Rank 27)2026/08/31220100.0%
uki-Jaguar (Rank 26)2026/08/312020.0%
はれんちぶるどっく (Rank 23)2026/08/3021150.0%
T0_MoA_Ki227 (Rank 21)2026/08/302020.0%
鳩男 (Rank 29)2026/08/22110100.0%
EVOyan (Rank 29)2026/07/121010.0%
ゆあいおお (Rank 26)2026/07/0721150.0%
syounai (Rank 27)2026/07/022020.0%
osaka_mouko4649 (Rank 25)2026/06/1731233.3%
そめりか (Rank 16)2026/06/072020.0%
6132da (Rank 21)2026/06/061010.0%
gstarnobita (Rank 13)2026/06/03330100.0%
コデリン03 (Rank 22)2026/05/31110100.0%
VirtuaLi-on (Rank 23)2026/05/2621150.0%
扇風機 (Rank 28)2026/05/263030.0%
ウタコ (Rank 28)2026/05/2421150.0%
hitokabe2003 (Rank 22)2026/05/2421150.0%
MATSUNAGAAKIRA.REBOOT (Rank 26)2026/05/241010.0%
こうちゃん(`ー´)ノ (Rank 25)2026/04/181010.0%
暴れん棒2nd (Rank 22)2026/04/161010.0%

Round openings

Every character

SokutankyakuK+G into Shishi DaichoukouK+GP197.3%
punchP into Kakushu Suirengeki6PP197.3%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK135.0%
Kochouheki (Deflect)236P+K114.2%
offensive move103.9%
punchP into Jab~High KickPK103.9%
Jolt Upper3P into Jolt Upper~Spin Kick3PK93.5%
backdash83.1%
Souhikyaku9K+G72.7%
Toushou66P72.7%
backdash into Kaisei Tento1P+K72.7%
evade down72.7%
forward dash into Gaiken6P+K62.3%
punchP into kickK62.3%
Touku Tenshinkyaku8K+G51.9%

74 further openings account for the other 116 rounds.

Counted from 68 of the 80 matches played. The rest were not pulled for openings.

Lei Fei

Career
443–570 · 43.7%
This season
59 matches · 27.1%
Peak rank
28

First hit in 47.2% of 180 rounds. Won 36.5% of the rounds they struck first, 35.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

SokutankyakuK+G into Shishi DaichoukouK+GP1910.6%
punchP into Kakushu Suirengeki6PP1910.6%
Kochouheki (Deflect)236P+K116.1%
offensive move105.6%
Souhikyaku9K+G73.9%
Toushou66P73.9%
backdash into Kaisei Tento1P+K73.9%
backdash63.3%
forward dash into Gaiken6P+K63.3%
Touku Tenshinkyaku8K+G52.8%
evade down52.8%
backdash into Fujinkyaku2K42.2%
backdash into offensive move42.2%
Dokuritsu Shiki8P+K+G into Shinpo BunkyakuK+G31.7%
SokutankyakuK+G31.7%

45 further openings account for the other 64 rounds.

Counted from 47 of the 59 matches played. The rest were not pulled for openings.

Brad

Career
12–22 · 35.3%
This season
21 matches · 38.1%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Elbow Hook6P into Elbow Hook~Screw High Kick6PK1316.2%
punchP into Jab~High KickPK1012.5%
Jolt Upper3P into Jolt Upper~Spin Kick3PK911.2%
punchP into kickK67.5%
Rapid Double JabP+K33.8%
Sawk Klab6P+K33.8%
Sharp Shoot1P33.8%
Dtee Sawk Dtrohng4P+K22.5%
Elbow Hook6P into evade down22.5%
Sharp Shoot1P into evade down22.5%
backdash22.5%
evade down22.5%
guardG22.5%
Elbow Hook6P11.2%
Elbow Hook6P into forward movement11.2%

19 further openings account for the other 19 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)
  • Brad: not tested (too few rounds)