VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lei Fei

CraftierNut

  • Goh
Career matches1,133
Career win rate55.6%
Round win rate48.9%
Peak rank30
Distinct opponents64
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1491 #2,074 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 Fei3089249339955.3%
Goh2724113710456.9%

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

1,316 of 1,316 rounds counted

5.2 inputs a second (311 a minute) this season. Faster than 4% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei5.3319960
Goh4.8291356

By opponent's character

Shun5.1307236
Sarah5.1303133
Akira5.1304146
Pai5.5330110
Jacky5.3321111
Brad5.331894
Jeffry5.130892
Aoi4.929788
Lion5.432282
Jean5.029957
Vanessa5.432453
Kage5.331947
Goh5.734316
Eileen5.432612
Taka4.225413
Dural4.82887
El Blaze5.33177
Lei Fei4.92939
Lau4.82853

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

Shun60293148.3%+3.0
Sarah36122433.3%-10.8
Akira35161945.7%-7.3
Pai28161257.1%+8.8
Jacky2762122.2%-27.5
Brad24141058.3%+12.8
Jeffry2415962.5%+7.6
Aoi2112957.1%-10.8
Lion2115671.4%+17.3
Jean1410471.4%+26.6
Vanessa146842.9%-3.0
Kage124833.3%-3.5
Goh42250.0%+9.0
Eileen32166.7%+33.9
Taka31233.3%-11.1
Dural2020.0%-11.6
El Blaze2020.0%-30.1
Lei Fei21150.0%+12.5
Lau1010.0%-17.7

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

Rectangle47192840.4%-5.6
Low Fence43192444.2%-0.9
Breakable Full Fence35152042.9%-6.2
Half Fence35191654.3%+6.9
Octagon35201557.1%+10.8
Breakable Half Fence32141843.8%-9.0
Full Fence30151550.0%-2.4
Single Wall27141351.9%+1.0
Open2112957.1%+11.3
Full Fence and Open41325.0%-22.4

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21447.7%48.5%-0.9
No walls9149.5%47.1%+2.3

Walls against open: -3.2 points (95% range -15.7 to +9.3), p 0.614 — 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

Da-Goat-Pawn (Rank 33)2026/10/1862433.3%
evoyd (Rank 33)2026/10/1862433.3%
Jiikae (Rank 32)2026/10/1882625.0%
ODIN3ULTRA (Rank 30)2026/10/185050.0%
Twonny (Rank 26)2026/10/1885362.5%
DDRMONKEY (Rank 27)2026/10/162061430.0%
laseract (Rank 26)2026/10/1651420.0%
Smi1e (Rank 26)2026/10/1520101050.0%
leefung._ (Rank 32)2026/10/1364266.7%
math_u_355/113 (Rank 30)2026/10/13116554.5%
DatDemo (Rank 29)2026/10/13440100.0%
Johnnybwai (Rank 24)2026/10/1331191261.3%
supersanic456 (Rank 27)2026/10/13103730.0%
xChimerax⛧ (Rank 32)2026/10/05126650.0%
MashPotatoTower (Rank 30)2026/10/041712570.6%
AquariaVerse (Rank 26)2026/10/0464266.7%
CreakyAxe386 (Rank 30)2026/10/0452340.0%
Crashing_Blow2003 (Rank 33)2026/10/0272528.6%
brothaman13 (Rank 28)2026/10/02157846.7%
Noggy (Rank 26)2026/09/2876185.7%
legendaryhero (Rank 30)2026/09/284040.0%
a39611619 (Rank 21)2026/09/2776185.7%
Cooljerk (Rank 24)2026/09/2682625.0%
Wip3ou7 (Rank 20)2026/09/244040.0%
Rthg (Rank 24)2026/09/2454180.0%

Round openings

Lei Fei

Career
493–399 · 55.3%
This season
246 matches · 46.8%
Peak rank
30

First hit in 53.1% of 738 rounds. Won 50.5% of the rounds they struck first, 44.2% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 40.5% of rounds, against 28.2% in their other rounds.
  • After the opponent opened the round before by attacking: attacks straight away in 34.0% of rounds, against 23.0% after anything else.
  • After losing a round: attacks straight away in 36.1% of rounds, against 19.5% after winning one.

How is this tested?

crouch dash back into Kaisei Tento1P+K16922.8%
Sayu ShoukenPP into Renkan MahosuiPPP506.8%
Toushou66P into Kakushu Suigeki6P405.4%
crouch dash back into evade down324.3%
guardG304.0%
punchP into Sayu ShoukenPP293.9%
Toushou66P263.5%
crouch dash back192.6%
Kakushu Suigeki6P into Kakushu Suirengeki6PP182.4%
evade down into Kaisei Tento1P+K172.3%
evade down into guardG162.2%
crouch into guardG152.0%
guardG into evade down152.0%
evade up into Kaisei Tento1P+K141.9%
Shatenshou33P into Shaten Renshou33PP121.6%

91 further openings account for the other 238 rounds.

Counted from 190 of the 246 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
Shun13–21 · 38%1–2 · 33%too few to test
Akira5–7 · 42%4–1 · 80%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.

56 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?

Not counted here: Goh. Their matches 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 (17 here; about 0.9 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: 3 of 17 tests hold up