VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

<blank>

  • Jacky
  • Brad
  • Wolf
Career matches4,023
Career win rate57.0%
Round win rate49.6%
Peak rank40
Distinct opponents59
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1748 #581 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 Fei401,45585260358.6%
Jacky351,39474964553.7%
Brad3691150840355.8%
Wolf30141895263.1%
Vanessa—122962678.7%

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

716 of 716 rounds counted

9.4 inputs a second (567 a minute) this season. Faster than 91% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky9.2549271
Brad9.5572212
Lei Fei9.8590191
Wolf9.356142

By opponent's character

Akira10.2609127
Lion8.953595
Kage9.758275
Jacky9.456458
Brad9.356152
Aoi10.160644
Jeffry9.254942
Pai8.550939
Lau9.356130
Lei Fei7.947229
Wolf9.858824
Jean10.160824
Sarah9.959614
Shun9.255016
Taka9.154514
Goh9.758414
Vanessa9.556710
El Blaze8.95369

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

Akira31211067.7%+21.5
Lion2371630.4%-11.4
Kage1961331.6%-12.7
Jacky1441028.6%-25.3
Brad127558.3%+22.4
Aoi100100.0%-41.2
Jeffry106460.0%+7.0
Pai107370.0%+22.7
Lau73442.9%-0.7
Lei Fei72528.6%-30.0
Wolf64266.7%+16.2
Jean52340.0%-4.7
Sarah42250.0%-14.7
Shun440100.0%+49.6
Taka42250.0%-1.9
Goh31233.3%-16.7
Vanessa32166.7%+11.9
El Blaze220100.0%+49.8

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 Fence2471729.2%-14.1
Single Wall24131154.2%+4.2
Octagon1810855.6%+9.3
Breakable Full Fence1771041.2%-6.0
Open178947.1%-3.8
Rectangle178947.1%+2.5
Low Fence136746.1%+0.9
Breakable Half Fence128466.7%+13.4
Full Fence126650.0%+2.1
Full Fence and Open94544.4%+2.5

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
Walls10046.0%46.2%-0.2
No walls5450.0%49.3%+0.7

Walls against open: -0.9 points (95% range -18.8 to +16.9), p 0.917 — 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

しょべるん (Rank 39)2026/10/1885362.5%
sound_track-A (Rank 40)2026/10/1832166.7%
Mochi/かしわもち (Rank 39)2026/10/183030.0%
マクシミリアン15世 (Rank 34)2026/10/1831233.3%
猫鼻 (Rank 32)2026/10/1832166.7%
ルビーロマン葵 (Rank 34)2026/10/1832166.7%
anzenpai (Rank 35)2026/10/18440100.0%
ぬっき~@女キャラ嫌 (Rank 35)2026/10/1643175.0%
F14-TOMOCAT (Rank 33)2026/10/1632166.7%
naska3th (Rank 27)2026/10/1631233.3%
mikumoJacky (Rank 34)2026/10/1531233.3%
空き缶。 (Rank 41)2026/10/1531233.3%
ぱりぱり (Rank 40)2026/10/1141325.0%
やまだ (Rank 39)2026/10/1032166.7%
ロストマン (Rank 32)2026/10/1041325.0%
ヘニオ (Rank 34)2026/10/10139469.2%
three-nain39 (Rank 33)2026/10/0731233.3%
くろいぬ (Rank 29)2026/09/3032166.7%
PuzzG/ぱず爺 (Rank 36)2026/09/24440100.0%
ふかふか (Rank 38)2026/09/18115645.5%
マハリータまるこ (Rank 41)2026/09/184040.0%
ヤートン (Rank 39)2026/09/161961331.6%
てーらい (Rank 33)2026/09/1652340.0%
ken3000wo (Rank 36)2026/09/1632166.7%
momotaiga (Rank 42)2026/09/0931233.3%

Round openings

Every character

backdash into evade down3810.4%
backdash into evade up369.8%
backdash into Sharp Shoot1P236.3%
backward movement into throw escape215.7%
Ducking6P+K+G into Crush Knee KickK+G154.1%
Tenshi Ryusentai6K+G143.8%
offensive move133.5%
backdash into Sway Back4P+K+G113.0%
backdash into Slant Back Knuckle1P82.2%
Dash Hammer Kick66K into High Angle Upper Kick6K71.9%
backdash into punchP71.9%
backward movement into evade down71.9%
Middle Spin Kick66K into Ten Kao6K61.6%
backdash into Spin Heel Sword4K+G61.6%
Touku Tenshinkyaku8K+G51.4%

94 further openings account for the other 149 rounds.

Counted from 90 of the 174 matches played. The rest were not pulled for openings.

Brad

Career
508–403 · 55.8%
This season
52 matches · 42.3%
Peak rank
36

First hit in 44.2% of 147 rounds. Won 49.2% of the rounds they struck first, 43.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sharp Shoot1P2315.7%
backdash into evade down2013.6%
backdash into evade up1912.9%
Ducking6P+K+G into Crush Knee KickK+G1510.2%
backdash into Sway Back4P+K+G117.5%
backward movement into throw escape106.8%
Middle Spin Kick66K into Ten Kao6K64.1%
backdash into Stop Kick4K53.4%
backdash into punchP42.7%
backdash into Shovel Hook2P+K32.0%
backdash into Sit Jab2P32.0%
backdash into Spine Whip4P32.0%
backdash into Shovel Hook Double2P+KP21.4%
forward dash into Sharp Shoot1P21.4%
Dtee Sawk Dtrohng4P+K10.7%

20 further openings account for the other 20 rounds.

Counted from 36 of the 52 matches played. The rest were not pulled for openings.

Lei Fei

Career
852–603 · 58.6%
This season
47 matches · 46.8%
Peak rank
40

First hit in 50.0% of 102 rounds. Won 56.9% of the rounds they struck first, 41.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenshi Ryusentai6K+G1413.7%
offensive move1312.8%
backdash into evade up109.8%
backdash into evade down76.9%
Touku Tenshinkyaku8K+G54.9%
offensive move into Touku Tenshinkyaku8K+G54.9%
Shazen Tenshin Haikyaku8K43.9%
backdash into Shatenshou33P43.9%
backdash into Shaten Renshou33PP32.9%
backward movement into throw escape32.9%
backdash into Gaiken6P+K22.0%
backdash into Kakushu Suirengeki6PP22.0%
backward movement into backdash22.0%
backward movement into evade down22.0%
offensive move into Bunkyaku3K22.0%

24 further openings account for the other 24 rounds.

Counted from 26 of the 47 matches played. The rest were not pulled for openings.

Jacky

Career
749–645 · 53.7%
This season
66 matches · 51.5%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1011.4%
backdash into Slant Back Knuckle1P89.1%
Dash Hammer Kick66K into High Angle Upper Kick6K78.0%
backdash into evade up78.0%
backdash into Spin Heel Sword4K+G66.8%
backward movement55.7%
backdash into Squat Straight2P44.5%
backdash into Dash Hammer Kick66K33.4%
backward movement into evade down33.4%
Groin Kick6K+G22.3%
backdash into Double Back Knuckle4PP22.3%
backdash into Middle Kick3K22.3%
backdash into Spinning Back Knuckle4P22.3%
backdash into punchP22.3%
backdash into throwP+G22.3%

22 further openings account for the other 23 rounds.

Counted from 22 of the 66 matches played. The rest were not pulled for openings.

Wolf

Career
89–52 · 63.1%
This season
9 matches · 44.4%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backward movement into throw escape724.1%
Rolling Savate6K+G413.8%
backdash into Savate4K413.8%
backdash into Rolling Elbow43P26.9%
forward movement into punchP26.9%
Comet Hook1P13.5%
Low Drop Kick62K13.5%
Quick Shoulder66P+K13.5%
backdash into Rolling Savate6K+G13.5%
backdash into Short Shoulder46P+K13.5%
backdash into backward movement13.5%
backdash into evade down13.5%
backdash into punchP13.5%
backward movement into crouch dash back13.5%
backward movement into evade down13.5%

Counted from 6 of the 9 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Brad: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Wolf: not tested (too few rounds)