VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

negitoro999

Career matches2,289
Career win rate50.0%
Round win rate49.4%
Peak rank26
Distinct opponents303
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1378 #2,769 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 Fei262,2891,1441,14550.0%

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

1,121 of 1,544 rounds counted

6.1 inputs a second (369 a minute) this season. Faster than 22% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei6.13691,121

By opponent's character

Sarah6.3380115
Akira6.036089
Goh6.136595
Wolf6.538778
Jacky6.136570
Aoi6.237389
Shun6.438778
Pai6.237266
Jeffry6.136850
Taka5.533152
Jean6.036255
Kage5.734247
Lion6.538735
Lau6.438734
Eileen5.935240
Lei Fei6.237432
Brad6.337833
El Blaze5.935535
Vanessa6.036225
Dural6.23743

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

Sarah37152240.5%-12.5
Akira33181554.5%+3.4
Goh33161748.5%+1.5
Wolf3192229.0%-18.7
Jacky30151550.0%+5.4
Aoi29181162.1%+11.3
Shun29151451.7%+2.0
Pai23121152.2%+9.8
Jeffry167943.8%-3.1
Taka167943.8%-4.4
Jean1541126.7%-18.4
Kage157846.7%+1.7
Lion159660.0%+5.7
Lau134930.8%-11.3
Eileen116554.5%+5.5
Lei Fei118372.7%+19.2
Brad105550.0%-0.3
El Blaze107370.0%+30.1
Vanessa104640.0%-2.6
Dural1010.0%-28.9

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 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

Open48183037.5%-11.0
Octagon47222546.8%-1.4
Low Fence43241955.8%+5.8
Half Fence37191851.4%+3.8
Full Fence36191752.8%+9.5
Breakable Full Fence35171848.6%+0.7
Breakable Half Fence35201557.1%+8.8
Single Wall35132237.1%-9.6
Rectangle34161847.1%-2.4
Full Fence and Open1741323.5%-25.4

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22450.4%47.7%+2.7
No walls12643.7%48.0%-4.4

Walls against open: +7.1 points (95% range -3.5 to +17.7), p 0.190 — 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

nyu_necoginjo (Rank 28)2026/10/1752340.0%
tidy_stamp37 (Rank 23)2026/10/1631233.3%
asteroid-belt777 (Rank 24)2026/10/1632166.7%
nekota (Rank 24)2026/10/144040.0%
※ジョーカーーー※ (Rank 24)2026/10/1443175.0%
ほーげつ (Rank 21)2026/10/123030.0%
yubinpapas (Rank 27)2026/10/1021150.0%
紫荆一头牛 (Rank 24)2026/09/27220100.0%
kimxxxtt (Rank 23)2026/09/2542250.0%
ズサ齋藤 (Rank 27)2026/09/17220100.0%
abcde-9m (Rank 26)2026/09/1332166.7%
kapapur (Rank 26)2026/09/0521150.0%
SOLA (Rank 21)2026/08/30220100.0%
kota_mofumofu (Rank 21)2026/08/30550100.0%
トローリロートル (Rank 23)2026/08/3031233.3%
げきたな (Rank 25)2026/08/2521150.0%
w-Purple-sheep-w (Rank 27)2026/08/253030.0%
SICHIROUJI (Rank 26)2026/08/2321150.0%
こて (Rank 25)2026/06/192020.0%
jytgfr46nkdeqadc (Rank 22)2026/06/12330100.0%
mochi2_0918 (Rank 28)2026/05/1731233.3%
Nox (Rank 23)2026/05/1221150.0%
kuni_sato (Rank 28)2026/05/08220100.0%
たくん (Rank 23)2026/05/0721150.0%
Iei-Taicho-0624 (Rank 26)2026/03/282020.0%

Round openings

Lei Fei

Career
1,144–1,145 · 50.0%
This season
388 matches · 47.9%
Peak rank
26

First hit in 48.3% of 1,413 rounds. Won 51.8% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 32.0% of rounds, against 20.9% in their other rounds.
  • Against Aoi: waits first in 40.2% of rounds, against 22.4% against everyone else.
  • In round 4 or later: opens with “backdash into 1P+K Kaisei Tento” in 6.4% of rounds, against 2.7% in their other rounds.
  • Against Shun: opens with “8K+G Touku Tenshinkyaku” in 9.4% of rounds, against 2.9% against everyone else.

How is this tested?

offensive move835.8%
guardG into evade down725.1%
backdash into offensive move634.4%
backdash into Kaisei Tento1P+K523.6%
Touku Tenshinkyaku8K+G483.4%
guardG483.4%
SokutankyakuK+G into Shishi DaichoukouK+GP463.2%
Sayu ShoukenPP into Renkan MahosuiPPP402.8%
Fukusoushou2P372.6%
Toushou66P342.4%
evade down into Toushou66P322.2%
crouch into Fukusoushou2P312.2%
Souhikyaku9K+G282.0%
punchP271.9%
guardG into punchP241.7%

218 further openings account for the other 759 rounds.

Counted from 356 of the 388 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
Sarah9–9 · 50%4–8 · 33%too few to test
Akira9–12 · 43%4–2 · 67%too few to test
Goh10–7 · 59%2–9 · 18%too few to test
Shun7–6 · 54%4–5 · 44%too few to test
Jacky10–9 · 53%4–3 · 57%too few to test
Wolf6–6 · 50%2–11 · 15%too few to test
Aoi8–5 · 62%4–4 · 50%too few to test
Pai4–8 · 33%5–1 · 83%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.

32 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: 4 of 15 tests hold up