VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

akachoutin

Career matches2,001
Career win rate51.2%
Round win rate46.5%
Peak rank32
Distinct opponents56
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1559 #1,613 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 Fei322,0011,02497751.2%

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

295 of 346 rounds counted

5.2 inputs a second (315 a minute) this season. Faster than 4% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei5.2315295

By opponent's character

Akira5.332076
Aoi5.231036
Shun5.432232
Jacky5.231323
Jeffry5.130425
Kage5.030021
Wolf5.532721
Goh5.432213
Pai5.73418
Lion5.73409
Dural5.03006
Jean4.72826
Sarah5.02985
Vanessa4.82919
Lau5.13035

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

Akira22111150.0%+8.1
Aoi105550.0%+10.7
Shun95455.6%+6.4
Jacky73442.9%+0.8
Jeffry72528.6%-19.1
Kage72528.6%-14.3
Wolf63350.0%+5.0
Goh42250.0%+3.6
Pai440100.0%+57.5
Lion31233.3%-6.7
Dural2020.0%-37.3
El Blaze2020.0%-40.7
Jean21150.0%-5.0
Sarah2020.0%-49.7
Vanessa21150.0%+8.6
Lau1010.0%-33.6
Taka1010.0%-37.7

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

Half Fence1712570.6%+32.0
Octagon1221016.7%-30.0
Breakable Full Fence104640.0%+2.5
Low Fence103730.0%-18.8
Breakable Half Fence84450.0%+4.5
Full Fence83537.5%-13.3
Open82625.0%-20.5
Rectangle76185.7%+49.7
Full Fence and Open31233.3%-8.8
Single Wall31233.3%-11.8

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
Walls6250.0%43.4%+6.6
No walls2128.6%45.3%-16.7

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

さくら饅頭 (Rank 33)2026/10/18220100.0%
タイヨウ (Rank 32)2026/10/132020.0%
Bird-Tat (Rank 32)2026/10/062020.0%
クロサギ@はなちゃん (Rank 31)2026/09/25330100.0%
イチゲン (Rank 29)2026/08/303030.0%
sby (Rank 30)2026/08/3021150.0%
UMAGON (Rank 31)2026/08/3021150.0%
ランチタイム (Rank 32)2026/08/291010.0%
무파ZeroBlue (Rank 34)2026/08/2941325.0%
ちぃかわ様☆ハンター (Rank 32)2026/08/292020.0%
ぬっき~@ (Rank 35)2026/08/2932166.7%
TERA (Rank 26)2026/07/22220100.0%
B.S.R-JP (Rank 30)2026/07/1521150.0%
HoAssYoAss (Rank 28)2026/06/29220100.0%
あっしゅさんとごち昌 (Rank 30)2026/06/282020.0%
mitorakujo (Rank 27)2026/06/2432166.7%
ルドルフ (Rank 32)2026/06/2074357.1%
ヘニオ (Rank 33)2026/06/20220100.0%
Ray'ne (Rank 33)2026/06/2032166.7%
はやとっこりー物語 (Rank 31)2026/06/122020.0%
gairoku88 (Rank 30)2026/06/0521150.0%
ちび-G (Rank 30)2026/06/0521150.0%
Uz (Rank 31)2026/06/05220100.0%
音の勢-リック (Rank 33)2026/05/182020.0%
7連休 (Rank 35)2026/03/271010.0%

Round openings

Lei Fei

Career
1,024–977 · 51.2%
This season
91 matches · 44.0%
Peak rank
32

First hit in 45.7% of 324 rounds. Won 49.3% of the rounds they struck first, 44.9% of the rounds they were struck first.

Significant Tells

  • After winning a round: backs off first in 41.2% of rounds, against 11.2% after losing one.
  • When behind: attacks straight away in 80.2% of rounds, against 50.6% when ahead.
  • In round 4 or later: opens with “backdash into 1P+K Kaisei Tento” in 15.3% of rounds, against 6.0% in their other rounds.
  • Against Akira: opens with “offensive move” in 14.1% of rounds, against 4.1% against everyone else.
  • After losing a round: opens with “66K+G Senpukyaku” in 25.6% of rounds, against 6.1% after winning one.

How is this tested?

Senpukyaku66K+G4213.0%
backdash into Kaisei Tento1P+K268.0%
offensive move216.5%
offensive move into Zensoutai2K+G206.2%
Fukusoushou2P into Kakushu Suigeki6P175.2%
SokutankyakuK+G134.0%
SokutankyakuK+G into Shishi DaichoukouK+GP134.0%
Fukusoushou2P92.8%
offensive move into evade up92.8%
backdash into guardG82.5%
Toushou66P72.2%
backdash into offensive move72.2%
guardG61.9%
Bunkyaku3K51.5%
Touku Tenshinkyaku8K+G51.5%

71 further openings account for the other 116 rounds.

Counted from 85 of the 91 matches played. The rest were not pulled for openings.

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 (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Lei Fei: 5 of 14 tests hold up