VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

ACE_STRIKER

Career matches4,628
Career win rate48.6%
Round win rate49.2%
Peak rank36
Distinct opponents106
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1682 #891 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 Fei364,6282,2492,37948.6%

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

670 of 967 rounds counted

6.4 inputs a second (382 a minute) this season. Faster than 28% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei6.4382670

By opponent's character

Jacky6.539185
Kage6.538869
Akira6.739929
Goh6.539342
Lion6.337739
Sarah6.236931
Jean5.835034
Jeffry6.438547
Aoi6.538943
Lei Fei6.337824
Dural6.740122
Taka6.036232
Lau6.74045
Shun6.639735
Brad6.338025
Pai6.539024
Vanessa6.136430
El Blaze5.834823
Wolf6.538720
Eileen6.337611

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

Jacky35211460.0%+11.4
Kage22101245.5%-9.4
Akira156940.0%-11.4
Goh1510566.7%+15.5
Lion158753.3%+8.1
Sarah145935.7%-10.5
Jean125741.7%-11.9
Jeffry126650.0%-8.3
Aoi116554.5%+9.5
Lei Fei116554.5%+5.6
Dural105550.0%+0.2
Taka104640.0%-7.4
Lau93633.3%-10.7
Shun96366.7%+11.1
Brad85362.5%+6.2
Pai84450.0%-4.4
Vanessa86275.0%+29.0
El Blaze73442.9%-7.3
Wolf62433.3%-12.9
Eileen3030.0%-54.2

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Half Fence33221166.7%+18.3
Single Wall28131546.4%-5.0
Octagon27161159.3%+7.2
Open2591636.0%-15.8
Breakable Full Fence24121250.0%-0.5
Rectangle2481633.3%-18.6
Breakable Half Fence2316769.6%+22.6
Full Fence2041620.0%-26.8
Low Fence169756.2%+5.0
Full Fence and Open128466.7%+16.1

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15151.7%49.9%+1.7
No walls6944.9%50.7%-5.8

Walls against open: +7.5 points (95% range -7.4 to +22.5), p 0.324 — 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

Aczing (Rank 35)2026/10/1262433.3%
ENGLID (Rank 38)2026/10/124040.0%
majide (Rank 34)2026/10/1143175.0%
poteto (Rank 36)2026/10/0542250.0%
躑躅 (Rank 37)2026/10/0561516.7%
寿司眼鉄 (Rank 37)2026/09/2574357.1%
ぬっき~@ (Rank 36)2026/09/2231233.3%
B軍団 (Rank 36)2026/09/063030.0%
まさの (Rank 34)2026/09/0631233.3%
RUSH (Rank 37)2026/08/3141325.0%
무파ZeroBlue (Rank 34)2026/08/3073442.9%
ろじゃにこ (Rank 34)2026/08/3032166.7%
すもぐり2000 (Rank 33)2026/08/3031233.3%
MickeyYanai (Rank 33)2026/08/2832166.7%
AlicerLandeel (Rank 31)2026/08/2832166.7%
∈挙動不審∋ (Rank 36)2026/08/2564266.7%
テクノモデル (Rank 34)2026/07/2074357.1%
★闘将拉麵男★ (Rank 37)2026/07/2032166.7%
ツッチー (Rank 36)2026/07/04330100.0%
究極無敵 (Rank 36)2026/05/2542250.0%
高輪メメントス (Rank 36)2026/05/2552340.0%
UltimateGohan (Rank 30)2026/05/1032166.7%
カカリア (Rank 34)2026/04/2031233.3%
あいりく (Rank 35)2026/04/0232166.7%
痩せたい (Rank 31)2026/04/0253260.0%

Round openings

Lei Fei

Career
2,249–2,379 · 48.6%
This season
240 matches · 50.4%
Peak rank
36

First hit in 55.4% of 848 rounds. Won 53.4% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 34.1% of rounds, against 12.3% in their other rounds.
  • Against Jean: attacks straight away in 93.0% of rounds, against 69.9% against everyone else.
  • After losing a round: backs off first in 17.3% of rounds, against 7.6% after winning one.
  • When ahead: waits first in 18.7% of rounds, against 8.6% when level or behind.
  • In round 1: opens with “crouch into 3K Bunkyaku” in 28.9% of rounds, against 10.9% in their other rounds.
  • Against Jean: opens with “K+G Sokutankyaku into K+GP Shishi Daichoukou” in 32.6% of rounds, against 11.5% against everyone else.
  • After losing a round: opens with “backdash into 1P+K Kaisei Tento” in 9.3% of rounds, against 2.5% after winning one.
  • When ahead: opens with “crouch into 3K Bunkyaku” in 17.4% of rounds, against 7.1% when level or behind.

How is this tested?

offensive move25129.5%
crouch into Bunkyaku3K13115.4%
SokutankyakuK+G into Shishi DaichoukouK+GP10712.6%
kickK637.4%
backdash into Kaisei Tento1P+K455.3%
Bunkyaku3K263.1%
punchP into Kakushu Suirengeki6PP263.1%
backdash into Chisen Choukyaku 13K+G161.9%
offensive move into evade down121.4%
punchP into Sayu ShoukenPP111.3%
Fukusoushou2P101.2%
punchP into Kakushu Suigeki6P101.2%
Gaiken6P+K into Rakuchi Souyoku6P+KPP91.1%
Soushou2P+K91.1%
throwP+G into Touku Tenshinkyaku8K+G91.1%

44 further openings account for the other 116 rounds.

Counted from 211 of the 240 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
Jacky14–6 · 70%4–2 · 67%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.

29 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: 8 of 15 tests hold up