VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

ゾンチャン

Career matches1,974
Career win rate64.8%
Round win rate57.9%
Peak rank43
Distinct opponents97
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

2038 #17 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 Fei431,9741,28069464.8%

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

1,311 of 1,472 rounds counted

8.8 inputs a second (530 a minute) this season. Faster than 84% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei8.85301,311

By opponent's character

Kage8.8528198
Akira9.154897
Jacky8.9532147
El Blaze8.853172
Lion9.154494
Vanessa8.651380
Eileen8.852672
Jean8.450476
Lau8.953464
Pai9.154778
Jeffry8.852762
Brad8.752156
Lei Fei9.154552
Shun9.154339
Sarah8.651739
Wolf8.953631
Goh8.852518
Taka8.550922
Aoi8.953314

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

Kage50282256.0%-9.3
Akira41251661.0%-1.1
Jacky37201754.0%-13.4
El Blaze2316769.6%+9.5
Lion2317673.9%+9.4
Vanessa2317673.9%+12.4
Eileen1915479.0%+11.1
Jean1913668.4%+6.0
Lau1810855.6%-9.2
Pai1813572.2%+3.3
Jeffry1611568.8%+3.1
Brad1310376.9%+6.8
Lei Fei1310376.9%+6.7
Shun1210283.3%+15.4
Sarah115645.5%-13.2
Wolf117463.6%-4.3
Goh85362.5%-4.8
Taka5050.0%-59.4
Aoi440100.0%+30.8

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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 Fence49321765.3%-2.2
Rectangle42281466.7%+1.7
Octagon41271465.8%+5.5
Half Fence3930976.9%+11.4
Breakable Half Fence3022873.3%+9.0
Open3021970.0%+3.9
Single Wall30171356.7%-5.2
Full Fence28181064.3%-0.2
Low Fence27161159.3%-6.6
Full Fence and Open2011955.0%-10.9

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
Walls22968.6%65.0%+3.5
No walls8762.1%64.4%-2.3

Walls against open: +5.8 points (95% range -6.7 to +18.4), p 0.361 — 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

ス~パ~オヤツマ~ン (Rank 42)2026/10/18167943.8%
天我 (Rank 40)2026/10/18550100.0%
ちょっぱぁ~ (Rank 43)2026/10/1853260.0%
おそろしく早いビート (Rank 40)2026/10/181710758.8%
弐代目JA&れんじぃPA (Rank 41)2026/10/18109190.0%
manatsu_7 (Rank 42)2026/10/11169756.2%
momotaiga (Rank 41)2026/10/11139469.2%
BKMJ (Rank 40)2026/10/1129141548.3%
ゼータ(MSZ-006) (Rank 39)2026/10/0387187.5%
カルティカ (Rank 41)2026/09/1642250.0%
ごうくんまん (Rank 41)2026/09/1263350.0%
ヤートン (Rank 39)2026/09/1254180.0%
シエロJ (Rank 43)2026/09/1251420.0%
いくお (Rank 43)2026/09/12148657.1%
ジュリエッタ紗羅 (Rank 43)2026/09/1262433.3%
shenron0321 (Rank 41)2026/09/1242250.0%
愛蒔らぶり (Rank 41)2026/09/0665183.3%
poncho (Rank 41)2026/09/0653260.0%
ビルちゃん (Rank 40)2026/09/06440100.0%
実質土曜日 (Rank 39)2026/09/06440100.0%
デネ (Rank 42)2026/08/3053260.0%
れうくろった (Rank 42)2026/05/3176185.7%
かめやま (Rank 43)2026/05/3163350.0%
ドルジ (Rank 41)2026/05/3174357.1%
灘琉豪/HSA (Rank 44)2026/03/27145935.7%

Round openings

Lei Fei

Career
1,280–694 · 64.8%
This season
364 matches · 64.8%
Peak rank
43

First hit in 54.3% of 1,113 rounds. Won 59.1% of the rounds they struck first, 55.6% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 57.3% of rounds, against 41.1% in their other rounds.
  • Against Jeffry: backs off first in 55.4% of rounds, against 34.0% against everyone else.
  • In round 1: opens with “66K+G Senpukyaku into 6K+G Tenshi Ryusentai” in 18.6% of rounds, against 3.1% in their other rounds.
  • Against Shun: opens with “offensive move” in 27.7% of rounds, against 9.7% against everyone else.

How is this tested?

backdash into offensive move12311.0%
offensive move11710.4%
Senpukyaku66K+G into Tenshi Ryusentai6K+G787.0%
punchP into Sayu ShoukenPP756.7%
backdash into Toushou66P595.3%
backdash into evade up413.7%
punchP413.7%
crouch into Shatenshou33P383.4%
forward dash into Toushou66P373.3%
Shazen Tenshin Haikyaku8K312.8%
backdash into evade down262.3%
backdash into punchP252.2%
Hai Shiki2P+K+G into Hai Shiki Zensoutai2K242.1%
crouch dash forward into Shatenshou33P201.8%
crouch dash forward into Toushou66P201.8%

103 further openings account for the other 366 rounds.

Counted from 279 of the 364 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
Kage12–12 · 50%13–2 · 87%too few to test
Akira15–8 · 65%3–5 · 38%too few to test
Jacky10–5 · 67%3–3 · 50%too few to test
Vanessa13–6 · 68%3–0 · 100%too few to test
El Blaze11–5 · 69%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.

85 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: 4 of 15 tests hold up