VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

umintyu-99

Career matches2,888
Career win rate37.0%
Round win rate44.7%
Peak rank24
Distinct opponents85
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1266 #3,249 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 Fei242,8881,0691,81937.0%

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

1,606 of 1,750 rounds counted

7.3 inputs a second (437 a minute) this season. Faster than 54% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei7.34371,606

By opponent's character

Akira7.4442507
Aoi6.9414167
Pai7.6454158
Lion7.5450149
Shun7.1425102
Sarah7.343774
Jeffry7.243272
Vanessa7.142636
Wolf7.545262
Goh7.142453
Jean7.344034
Lau7.745939
El Blaze6.941647
Jacky7.343922
Kage6.840929
Eileen7.243016
Lei Fei7.041920
Brad7.645419

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

Akira128577144.5%+3.4
Aoi44192543.2%+5.2
Pai42152735.7%-5.0
Lion3792824.3%-18.3
Shun33112233.3%-4.9
Sarah2071335.0%-2.8
Jeffry1810855.6%+18.2
Vanessa1612475.0%+24.3
Wolf1661037.5%-8.0
Goh158753.3%+4.6
Jean146842.9%+8.1
Lau145935.7%-2.1
El Blaze116554.5%+19.1
Jacky93633.3%-5.7
Kage81712.5%-17.0
Eileen62433.3%-8.4
Lei Fei6060.0%-36.5
Brad42250.0%+8.9

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 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

Breakable Full Fence75324342.7%+1.6
Half Fence56243242.9%+1.1
Low Fence52223042.3%+2.0
Full Fence46222447.8%+4.3
Single Wall40172342.5%+0.5
Breakable Half Fence37162143.2%+9.1
Octagon36142238.9%-2.5
Rectangle3692725.0%-13.7
Full Fence and Open26101638.5%-3.5
Open1971236.8%-0.3

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls28640.9%40.5%+0.4
No walls11141.4%40.5%+1.0

Walls against open: -0.6 points (95% range -12.3 to +11.1), p 0.920 — 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

dalmax72 (Rank 21)2026/10/1483463755.4%
GWO (Rank 25)2026/10/14147750.0%
要你命3000 (Rank 26)2026/10/1473442.9%
potimaru1059 (Rank 22)2026/10/1492722.2%
チーム拓る ばくだん (Rank 21)2026/09/2863350.0%
yasai (Rank 23)2026/09/2895455.6%
Fuji-Atsuka (Rank 21)2026/09/2564266.7%
nekodiver2 (Rank 21)2026/09/18660100.0%
Yukimaru-shiro (Rank 21)2026/09/1652340.0%
ねこ吉 (Rank 24)2026/09/1471614.3%
kouchant0051 (Rank 22)2026/09/1294544.4%
mokemotio (Rank 23)2026/09/0962433.3%
委員ちょ (Rank 21)2026/09/06104640.0%
minato (Rank 21)2026/09/0654180.0%
みみぞう (Rank 24)2026/08/3152340.0%
omuretukun (Rank 24)2026/08/3151203139.2%
インドラー (Rank 24)2026/08/288080.0%
lemon-sour (Rank 24)2026/08/2471614.3%
ぽん (Rank 26)2026/08/2481712.5%
スタンプジャンパー (Rank 21)2026/08/22148657.1%
takuzooyaji (Rank 22)2026/07/296060.0%
けつ毛バーガー相場 (Rank 23)2026/07/2573442.9%
shinkita (Rank 23)2026/07/2542250.0%
ttfour@サラしかできないw (Rank 22)2026/05/2382625.0%
FOX_CQC (Rank 23)2026/05/2373442.9%

Round openings

Lei Fei

Career
1,069–1,819 · 37.0%
This season
441 matches · 40.6%
Peak rank
24

First hit in 53.6% of 1,680 rounds. Won 47.3% of the rounds they struck first, 40.8% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 8.3% of rounds, against 1.5% in their other rounds.
  • Against Akira: attacks straight away in 37.8% of rounds, against 29.4% against everyone else.
  • On Rectangle stages: evades first in 17.6% of rounds, against 7.3% on the other stages.
  • After opening the round before by attacking: backs off first in 56.7% of rounds, against 41.8% after anything else.
  • In round 1: opens with “backdash into offensive move” in 10.6% of rounds, against 5.0% in their other rounds.
  • Against Jeffry: opens with “backdash into 2P+K+G Hai Shiki” in 14.5% of rounds, against 3.5% against everyone else.
  • On Low Fence stages: opens with “backdash into backward movement” in 10.7% of rounds, against 5.7% on the other stages.
  • After losing a round: opens with “backdash into backward movement” in 9.1% of rounds, against 2.8% after winning one.

How is this tested?

kickK1448.5%
backdash into offensive move1086.4%
backdash into backward movement1076.3%
backdash into Hai Shiki2P+K+G674.0%
crouch into Fukusoushou2P543.2%
Toushou66P533.1%
backdash into evade down523.1%
backdash into crouch513.0%
backdash into Kaisei Tento1P+K503.0%
offensive move into evade down422.5%
evade up into backdash392.3%
offensive move into evade up372.2%
backdash into throwP+G352.1%
offensive move into Kakushu Suigeki6P321.9%
crouch dash back into Kaisei Tento1P+K281.7%

197 further openings account for the other 787 rounds.

Counted from 424 of the 441 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
Akira39–46 · 46%12–17 · 41%too few to test
Aoi6–15 · 29%11–8 · 58%too few to test
Pai8–15 · 35%4–8 · 33%too few to test
Lion7–10 · 41%1–11 · 8%too few to test
Shun5–17 · 23%4–2 · 67%too few to test
Sarah4–11 · 27%2–0 · 100%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.

17 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