VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

D A I

Career matches4,113
Career win rate50.7%
Round win rate49.8%
Peak rank36
Distinct opponents247
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1680 #897 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 Fei364,1132,0842,02950.7%

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

2,397 of 3,210 rounds counted

6.9 inputs a second (416 a minute) this season. Faster than 44% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei6.94162,397

By opponent's character

Jacky7.2433254
Wolf7.3436180
Pai7.0417233
Akira7.1426176
Goh7.0417165
Jeffry7.0420157
Lau6.9413117
Jean6.8406141
Kage6.7400120
Shun6.7404147
Aoi6.9414110
Brad6.9416126
Vanessa6.5393110
Sarah6.639799
El Blaze6.840754
Lei Fei7.243032
Lion6.841172
Taka6.337651
Dural7.444236
Eileen6.538917

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

Jacky74443059.5%+6.8
Wolf67442365.7%+12.6
Pai66343251.5%-0.2
Akira65372856.9%+8.3
Goh53242945.3%-4.5
Jeffry52262650.0%-4.7
Lau47163134.0%-12.0
Jean41152636.6%-11.3
Kage41192246.3%-0.6
Shun40162440.0%-10.1
Aoi38241463.2%+12.4
Brad38231560.5%+14.9
Vanessa37122532.4%-10.1
Sarah31151648.4%+1.9
El Blaze25121348.0%-2.6
Lei Fei2291340.9%-5.6
Lion21101147.6%-4.0
Taka125741.7%-11.0
Dural95455.6%-4.8
Eileen72528.6%-18.8

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Full Fence101445743.6%-4.7
Open94514354.3%+7.8
Low Fence93385540.9%-10.0
Rectangle87503757.5%+6.6
Octagon86394745.4%-4.7
Single Wall85414448.2%-0.6
Breakable Full Fence74423256.8%+6.1
Half Fence66343251.5%+1.6
Breakable Half Fence51292256.9%+6.3
Full Fence and Open31102132.3%-23.2

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls46551.2%50.0%+1.2
No walls27247.8%48.6%-0.8

Walls against open: +2.0 points (95% range -5.5 to +9.4), p 0.603 — 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

kagemaru1 (Rank 33)2026/10/1763350.0%
HiHo-HiHo_daho (Rank 34)2026/10/1174357.1%
guigui8393 (Rank 36)2026/10/1182625.0%
bh_iflg (Rank 34)2026/10/1082625.0%
会長さん (Rank 35)2026/10/0997277.8%
へっぽこラウ (Rank 35)2026/09/2482625.0%
kantoku0219 (Rank 36)2026/09/0685362.5%
paoya0423 (Rank 36)2026/09/03113827.3%
究極無敵 (Rank 38)2026/09/0363350.0%
yamaneko (Rank 32)2026/08/2986275.0%
★闘将拉麵男★ (Rank 37)2026/08/2961516.7%
タイヨウ (Rank 31)2026/08/29105550.0%
kansimamoto (Rank 35)2026/08/281551033.3%
インド人を右に (Rank 33)2026/08/2773442.9%
ぬっき~@ (Rank 35)2026/08/2795455.6%
のーむ (Rank 37)2026/08/221541126.7%
NORESPECT (Rank 34)2026/08/2274357.1%
delicioso (Rank 32)2026/08/05108280.0%
太鼓の別人@夏Bonus無し (Rank 33)2026/07/2984450.0%
漂泊の民回線ジプシー (Rank 34)2026/07/29159660.0%
Koutei (Rank 32)2026/07/1695455.6%
oooomatsu (Rank 35)2026/07/1673442.9%
rikubon-ps (Rank 37)2026/07/0861516.7%
HB (Rank 31)2026/06/21118372.7%
elpopo_3378 (Rank 34)2026/05/1272528.6%

Round openings

Lei Fei

Career
2,084–2,029 · 50.7%
This season
786 matches · 49.9%
Peak rank
36

First hit in 51.0% of 2,781 rounds. Won 51.9% of the rounds they struck first, 47.1% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 28.0% of rounds, against 11.1% in their other rounds.
  • Against Kage: evades first in 46.3% of rounds, against 13.4% against everyone else.
  • After opening the round before by waiting: backs off first in 29.4% of rounds, against 19.3% after anything else.
  • After winning a round: backs off first in 28.7% of rounds, against 12.1% after losing one.
  • When ahead: backs off first in 28.1% of rounds, against 14.6% when level or behind.
  • In round 2: opens with “66P Toushou” in 8.5% of rounds, against 4.4% in their other rounds.
  • Against Jacky: opens with “backdash into offensive move” in 10.0% of rounds, against 3.9% against everyone else.
  • After opening the round before with “crouch into 33P Shatenshou”: opens with “backdash into offensive move” in 9.5% of rounds, against 4.6% after anything else.
  • After losing a round: opens with “66P Toushou” in 8.8% of rounds, against 3.1% after winning one.
  • When behind: opens with “66P Toushou” in 9.9% of rounds, against 3.8% when ahead or level.

How is this tested?

SokutankyakuK+G into Shishi DaichoukouK+GP2268.1%
crouch into Shatenshou33P1916.8%
Shatenshou33P into crouch1535.5%
Toushou66P1525.4%
backdash into offensive move1244.4%
backdash into Hai Shiki2P+K+G1013.6%
backdash into evade up943.4%
offensive move883.1%
Tenshi Ryusentai6K+G521.9%
evade up into crouch dash forward521.9%
punchP into Sayu ShoukenPP511.8%
offensive move into evade down381.4%
evade down into throw escape371.3%
backdash into Sayu ShoukenPP351.2%
crouch into Zensoutai2K+G331.2%

281 further openings account for the other 1,369 rounds.

Counted from 683 of the 786 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
Jacky11–10 · 52%16–16 · 50%too few to test
Akira19–11 · 63%10–13 · 43%too few to test
Wolf26–11 · 70%13–5 · 72%too few to test
Pai19–13 · 59%10–5 · 67%too few to test
Jeffry19–17 · 53%6–3 · 67%too few to test
Goh8–11 · 42%10–15 · 40%too few to test
Lau9–12 · 43%6–10 · 38%too few to test
Aoi14–7 · 67%5–7 · 42%too few to test
Vanessa10–16 · 38%2–9 · 18%too few to test
Kage10–5 · 67%8–11 · 42%too few to test
Shun9–11 · 45%4–8 · 33%too few to test
Brad11–10 · 52%6–4 · 60%too few to test
Sarah9–7 · 56%4–7 · 36%too few to test
Jean10–15 · 40%0–4 · 0%too few to test
Lei Fei3–10 · 23%6–3 · 67%too few to test
El Blaze8–7 · 53%2–4 · 33%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.

103 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: 10 of 16 tests hold up