VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

Lig_Nic

Career matches4,912
Career win rate53.2%
Round win rate48.2%
Peak rank39
Distinct opponents152
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1823 #312 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 Fei394,9122,6112,30153.2%

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

1,691 of 1,930 rounds counted

6.6 inputs a second (395 a minute) this season. Faster than 34% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei6.63951,691

By opponent's character

Akira6.8409155
Lion6.4382154
Goh6.6396124
Shun6.8411123
Jacky6.6395127
Jean6.539089
Kage6.6396123
Aoi6.639690
Brad6.539096
Lau6.6398100
El Blaze6.539263
Wolf6.941690
Sarah6.438386
Vanessa6.438656
Pai6.740049
Taka6.639743
Lei Fei6.539136
Dural6.639322
Jeffry6.237436
Eileen6.337629

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

Akira41192246.3%-5.6
Lion40211952.5%+8.1
Goh39231659.0%+15.4
Shun34151944.1%-3.2
Jacky33161748.5%-2.8
Jean33151845.5%-8.4
Kage31112035.5%-8.9
Aoi26131350.0%+2.4
Brad26111542.3%-3.0
Lau26121446.1%-3.0
El Blaze24101441.7%-4.0
Wolf24111345.8%-5.8
Sarah22101245.5%+0.1
Vanessa1810855.6%+8.3
Pai149564.3%+15.3
Taka127558.3%+12.7
Lei Fei106460.0%+9.4
Dural94544.4%-1.9
Jeffry91811.1%-37.5
Eileen74357.1%+19.0

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 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

Breakable Half Fence60273345.0%-3.4
Breakable Full Fence55342161.8%+13.8
Half Fence55253045.5%-8.6
Low Fence47242351.1%+4.6
Single Wall46202643.5%+1.6
Full Fence44202445.5%+1.9
Open42182442.9%-5.2
Octagon39221756.4%+7.8
Rectangle39152438.5%-12.4
Full Fence and Open28161257.1%+10.9

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
Walls29249.0%49.0%-0.0
No walls13545.9%45.5%+0.5

Walls against open: -0.5 points (95% range -11.3 to +10.3), p 0.928 — 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

jijitax4 (Rank 36)2026/10/1697277.8%
알콜중독자다음은SNS중독... (Rank 40)2026/10/1653260.0%
マハリータまるこ (Rank 39)2026/10/1082625.0%
ハンニャ (Rank 38)2026/10/1085362.5%
あむざん (Rank 38)2026/09/286060.0%
ぴゅあくん (Rank 39)2026/09/28123925.0%
ねこむーと (Rank 37)2026/09/2893633.3%
ピーエス (Rank 39)2026/09/2893633.3%
RedCap (Rank 39)2026/09/1396366.7%
あぽろん (Rank 37)2026/09/1353260.0%
マサオチョップの廻天 (Rank 39)2026/09/0986275.0%
vintage-channel9 (Rank 38)2026/09/0962433.3%
ぁ     やごろ (Rank 36)2026/08/30136746.1%
Re:Biz (Rank 40)2026/08/2853260.0%
ゲッパー (Rank 38)2026/08/22139469.2%
rikubon-ps (Rank 35)2026/08/1785362.5%
cyomiko (Rank 41)2026/08/17124833.3%
雷爺 (Rank 38)2026/07/2752340.0%
Grandpa__Jean (Rank 38)2026/07/2585362.5%
ジギングヤロウ (Rank 36)2026/06/2172528.6%
GP (Rank 40)2026/05/2853260.0%
どっせ参謀 (Rank 36)2026/05/2863350.0%
究極無敵 (Rank 36)2026/05/2864266.7%
lapislazuli (Rank 35)2026/05/10105550.0%
megadeth0112 (Rank 38)2026/05/1082625.0%

Round openings

Lei Fei

Career
2,611–2,301 · 53.2%
This season
478 matches · 47.7%
Peak rank
39

First hit in 43.9% of 1,691 rounds. Won 51.1% of the rounds they struck first, 44.0% of the rounds they were struck first.

Significant Tells

  • Against Shun: attacks straight away in 91.9% of rounds, against 72.0% against everyone else.
  • After landing the first hit of the round before: waits first in 4.4% of rounds, against 2.4% after being hit first.
  • In round 3: opens with “66K+G Senpukyaku” in 23.3% of rounds, against 17.0% in their other rounds.
  • Against Shun: opens with “6K+G Tenshi Ryusentai” in 17.0% of rounds, against 5.6% against everyone else.

How is this tested?

Senpukyaku66K+G31518.5%
backdash into offensive move17910.5%
SokutankyakuK+G into Shishi DaichoukouK+GP1478.6%
Tenshi Ryusentai6K+G1116.5%
punchP into Kakushu Suigeki6P784.6%
Soushou2P+K into Haishin Chugeki2P+KP724.2%
punchP into Sayu ShoukenPP714.2%
Toushou66P573.4%
Touku Tenshinkyaku8K+G482.8%
offensive move382.2%
backdash into Hai Shiki2P+K+G342.0%
Soushou2P+K321.9%
backdash into Kaisei Tento1P+K301.8%
backdash into Tenshi Ryusentai6K+G261.5%
offensive move into evade up261.5%

124 further openings account for the other 437 rounds.

Counted from 419 of the 478 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
Goh18–11 · 62%5–5 · 50%too few to test
Akira7–6 · 54%4–10 · 29%too few to test
Shun10–15 · 40%1–4 · 20%too few to test
Jean10–15 · 40%4–3 · 57%too few to test
Kage4–9 · 31%5–8 · 38%too few to test
Lion8–7 · 53%1–5 · 17%too few to test
Jacky6–4 · 60%5–10 · 33%too few to test
Lau9–7 · 56%1–5 · 17%too few to test
El Blaze3–10 · 23%5–4 · 56%too few to test
Sarah7–12 · 37%3–0 · 100%too few to test
Aoi7–6 · 54%5–3 · 62%too few to test
Brad4–7 · 36%1–1 · 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.

59 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 (16 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 16 tests hold up