VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

BFF

Career matches3,594
Career win rate50.6%
Round win rate49.8%
Peak rank30
Distinct opponents52
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1557 #1,629 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 Fei303,5941,8171,77750.6%

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

538 of 538 rounds counted

5.7 inputs a second (344 a minute) this season. Faster than 12% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei5.7344538

By opponent's character

Jacky5.935481
Wolf5.935666
Sarah5.734065
Jeffry5.734354
Akira5.533140
Shun5.633640
Lau5.935231
Lei Fei5.633329
Pai5.734325
Aoi5.734219
Goh5.532920
Brad6.035812
Dural6.438614
Eileen5.835014
Taka5.432713
Lion5.93568
Jean5.03004
Kage4.82913

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

Jacky1910952.6%-5.0
Wolf168850.0%-4.9
Sarah156940.0%-14.9
Jeffry124833.3%-8.0
Akira107370.0%+16.9
Shun94544.4%+0.2
Lau74357.1%+3.0
Lei Fei74357.1%+4.1
Pai73442.9%+4.2
Aoi53260.0%+20.7
Goh53260.0%+22.1
Brad32166.7%+17.6
Dural31233.3%-14.6
Eileen330100.0%+60.3
Taka3030.0%-43.0
Lion21150.0%+15.8
Jean1010.0%-48.0
Kage1010.0%-48.0

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

Single Wall26131350.0%-0.3
Open21111052.4%+3.0
Half Fence168850.0%-3.0
Octagon145935.7%-0.1
Breakable Full Fence127558.3%+16.3
Low Fence105550.0%-8.0
Breakable Half Fence83537.5%-13.8
Full Fence74357.1%+11.2
Rectangle73442.9%-12.7
Full Fence and Open53260.0%+4.3

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
Walls6446.9%46.6%+0.3
No walls5750.9%51.4%-0.5

Walls against open: +0.8 points (95% range -17.0 to +18.6), p 0.931 — 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

ルビーロマン葵 (Rank 32)2026/09/1251420.0%
ShieldHolder (Rank 27)2026/09/12220100.0%
ER_higante (Rank 29)2026/09/0654180.0%
kjhkaiser (Rank 27)2026/09/06660100.0%
釜猫 (Rank 27)2026/09/0631233.3%
ExhaustAL (Rank 28)2026/09/06220100.0%
ぴょろすぽ (Rank 33)2026/09/0643175.0%
TAPIOKA (Rank 29)2026/09/0642250.0%
BigBoin (Rank 32)2026/09/03220100.0%
BANANA (Rank 30)2026/09/0373442.9%
nourusu (Rank 27)2026/09/0332166.7%
エルモchYT★プなれ★ (Rank 26)2026/08/3152340.0%
龍仙人【鬼手仏心】 (Rank 29)2026/08/3162433.3%
NoMark/ノーマーク (Rank 28)2026/08/3142250.0%
SHUSHUSHU (Rank 28)2026/08/3152340.0%
jinjin (Rank 32)2026/08/2363350.0%
DDaDDai (Rank 27)2026/08/2353260.0%
土俵際 (Rank 32)2026/08/2321150.0%
Gun-Interceptor (Rank 27)2026/08/2353260.0%
きてぃ☆ (Rank 30)2026/08/0221150.0%
chileung18 (Rank 32)2026/08/0243175.0%
Koutei (Rank 29)2026/08/0231233.3%
striker0123 (Rank 30)2026/07/2641325.0%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 28)2026/07/262020.0%
무파ZeroBlue (Rank 32)2026/07/262020.0%

Round openings

Lei Fei

Career
1,817–1,777 · 50.6%
This season
128 matches · 49.2%
Peak rank
30

First hit in 41.3% of 538 rounds. Won 52.7% of the rounds they struck first, 47.8% of the rounds they were struck first.

Significant Tells

  • After losing a round: evades first in 16.6% of rounds, against 5.9% after winning one.
  • When behind: evades first in 18.9% of rounds, against 6.3% when ahead or level.
  • In round 4 or later: opens with “7K up-back kick” in 21.8% of rounds, against 0.5% in their other rounds.
  • When ahead: opens with “3P Chutenhou into 3PP Renkan Geimenshou” in 19.0% of rounds, against 6.9% when level or behind.

How is this tested?

Chutenhou3P into Renkan Geimenshou3PP7113.2%
SokutankyakuK+G into Shishi DaichoukouK+GP509.3%
Soushou2P+K into Kinkei DokuritsuP+K397.2%
up-back kick7K366.7%
evade down into guardG326.0%
backdash into Kaisei Tento1P+K295.4%
Dokuritsu Shiki8P+K+G into Senshin ToushouP213.9%
backward movement into Katoken3P+K213.9%
guardG152.8%
offensive move152.8%
Dokuritsu Shiki8P+K+G122.2%
evade down into Dokuritsu Shiki8P+K+G112.0%
Touku Tenshinkyaku8K+G101.9%
Souryu Shukkai43P+K into Kinkei DokuritsuP+K91.7%
Zensoutai2K+G91.7%

75 further openings account for the other 158 rounds.

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: 4 of 15 tests hold up