VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

けんせい

  • Kage
Career matches1,296
Career win rate52.7%
Round win rate51.8%
Peak rank33
Distinct opponents92
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1598 #1,359 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 Fei331,29368361052.8%
Kage213030.0%

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

571 of 672 rounds counted

6.3 inputs a second (378 a minute) this season. Faster than 26% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei6.3378571

By opponent's character

Jacky6.438376
Wolf6.338067
Akira6.237264
Shun6.237460
Aoi6.136934
Lei Fei5.935435
Pai6.740244
Sarah6.740233
Kage5.835027
Lion6.438712
El Blaze6.337720
Goh6.841029
Vanessa6.438119
Jeffry6.237222
Brad5.63376
Dural6.63983
Eileen6.63947
Jean5.73409
Taka6.13654

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

Jacky2011955.0%-2.0
Wolf1991047.4%-6.2
Akira1811761.1%+2.3
Shun1410471.4%+20.8
Aoi114736.4%-22.9
Lei Fei117463.6%+4.9
Pai106460.0%+6.8
Sarah105550.0%-6.8
Kage96366.7%+5.6
Lion84450.0%-5.8
El Blaze75271.4%+10.8
Goh75271.4%+19.6
Vanessa74357.1%+5.6
Jeffry63350.0%-3.9
Brad2020.0%-51.4
Dural2020.0%-50.2
Eileen21150.0%-18.6
Jean220100.0%+47.0
Taka1010.0%-55.9

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

Breakable Full Fence2314960.9%+7.8
Open23131056.5%-1.4
Single Wall23131056.5%+0.2
Rectangle1711664.7%+10.8
Low Fence167943.8%-13.3
Octagon147750.0%-6.1
Half Fence137653.9%+3.5
Full Fence and Open117463.6%+14.8
Full Fence107370.0%+8.3
Breakable Half Fence93633.3%-26.2

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
Walls8657.0%55.4%+1.6
No walls6253.2%56.7%-3.5

Walls against open: +5.1 points (95% range -11.2 to +21.4), p 0.543 — 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

ガリバー (Rank 32)2026/10/1721150.0%
∈挙動不審∋ (Rank 33)2026/10/1741325.0%
インド人を右に (Rank 35)2026/10/17440100.0%
juste (Rank 31)2026/10/1443175.0%
Phrazes_For_The_Young (Rank 34)2026/09/3043175.0%
LEO (Rank 35)2026/09/2931233.3%
KAKURURU/かくるる (Rank 36)2026/09/2753260.0%
NoMark/ノーマーク (Rank 30)2026/09/2774357.1%
BANANA (Rank 29)2026/09/2732166.7%
入れ込むかもしれない (Rank 30)2026/09/26220100.0%
sby (Rank 28)2026/09/2421150.0%
erinnx.0510 (Rank 28)2026/09/2321150.0%
nourusu (Rank 29)2026/09/11330100.0%
wcc6181 (Rank 27)2026/09/0954180.0%
NEKOz (Rank 26)2026/09/03330100.0%
don'tthink,feel. (Rank 28)2026/09/0232166.7%
SHUSHUSHU (Rank 29)2026/09/02220100.0%
XiaoMing.SH (Rank 28)2026/08/3032166.7%
50路財負自由... (Rank 27)2026/08/233030.0%
アベル (Rank 29)2026/07/2731233.3%
dalmax72 (Rank 25)2026/07/0631233.3%
jackgnhang (Rank 28)2026/07/0221150.0%
μ (Rank 26)2026/07/022020.0%
6132da (Rank 23)2026/05/05220100.0%
みんみんさん (Rank 29)2026/04/1731233.3%

Round openings

Every character

Senpukyaku66K+G7112.8%
Soushou2P+K into Haishin Chugeki2P+KP519.2%
backdash into Kaisei Tento1P+K509.0%
offensive move into evade up417.4%
backdash into offensive move386.8%
crouch into Fukusoushou2P264.7%
Soushou2P+K254.5%
offensive move173.1%
evade down into Rigoutai6K142.5%
offensive move into evade down122.2%
Toushou66P into Kakushu Suigeki6P101.8%
evade down91.6%
Kakushu Suigeki6P into forward punch+kick+guard6P+K+G81.4%
offensive move into punchP71.3%
evade down into Niki Bunkyaku9K61.1%

91 further openings account for the other 171 rounds.

Counted from 138 of the 166 matches played. The rest were not pulled for openings.

Lei Fei

Career
683–610 · 52.8%
This season
163 matches · 56.4%
Peak rank
33

First hit in 47.2% of 545 rounds. Won 56.4% of the rounds they struck first, 48.3% of the rounds they were struck first.

Significant Tells

  • In round 3: opens with “66K+G Senpukyaku” in 20.7% of rounds, against 10.5% in their other rounds.
  • Against Akira: opens with “backdash into offensive move” in 13.6% of rounds, against 6.1% against everyone else.

How is this tested?

Senpukyaku66K+G7113.0%
Soushou2P+K into Haishin Chugeki2P+KP519.4%
backdash into Kaisei Tento1P+K509.2%
offensive move into evade up417.5%
backdash into offensive move387.0%
crouch into Fukusoushou2P264.8%
Soushou2P+K254.6%
offensive move173.1%
evade down into Rigoutai6K142.6%
offensive move into evade down122.2%
Toushou66P into Kakushu Suigeki6P101.8%
evade down91.6%
Kakushu Suigeki6P into forward punch+kick+guard6P+K+G81.5%
offensive move into punchP71.3%
evade down into Niki Bunkyaku9K61.1%

85 further openings account for the other 160 rounds.

Counted from 135 of the 163 matches played. The rest were not pulled for openings.

Kage

Career
0–3 · 0.0%
This season
3 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ura Tsumujigeri44K into Kodachinuki4K327.3%
punchP into kickK327.3%
Ryu'eikyaku66K into forward kick6K218.2%
Ura Tsumujigeri44K19.1%
backdash into Hagaryu66K+G19.1%
backdash into Ryubisen44K+G19.1%

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: 2 of 15 tests hold up
  • Kage: not tested (too few rounds)