VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

みんなのたらみ

Career matches2,271
Career win rate55.7%
Round win rate51.1%
Peak rank42
Distinct opponents81
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1834 #277 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 Fei422,2711,2641,00755.7%

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

1,191 of 1,328 rounds counted

10.4 inputs a second (626 a minute) this season. Faster than 97% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei10.46261,191

By opponent's character

Lau10.4625189
Lion10.2612179
Kage10.2614119
Taka10.1604133
Jacky10.9655126
Shun10.8648117
Akira9.758441
Aoi10.864955
El Blaze10.462366
Jeffry10.462610
Vanessa10.663338
Eileen11.267125
Sarah11.569018
Jean10.059922
Lei Fei10.36163
Brad10.160416
Wolf10.362117
Pai10.361614
Dural10.06023

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

Lau48262254.2%+8.8
Lion46212545.6%-7.2
Kage33171651.5%+3.7
Taka33161748.5%+4.7
Jacky32201262.5%+10.2
Shun29161355.2%+6.7
Akira2181338.1%-14.2
Aoi1661037.5%-15.4
El Blaze1651131.2%-15.5
Jeffry126650.0%-2.5
Vanessa106460.0%+1.3
Eileen74357.1%+3.0
Sarah75271.4%+16.2
Jean64266.7%+3.9
Lei Fei62433.3%-2.7
Brad43175.0%+30.7
Wolf4040.0%-40.3
Pai31233.3%-25.4
Dural1010.0%-62.4

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

Full Fence42231954.8%+7.3
Low Fence42202247.6%-3.7
Rectangle41241758.5%+6.8
Half Fence38201852.6%+4.7
Octagon38152339.5%-12.5
Breakable Half Fence35142140.0%-11.2
Breakable Full Fence32161650.0%+1.1
Single Wall32161650.0%-0.3
Open2011955.0%+8.7
Full Fence and Open104640.0%-4.0

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
Walls22649.6%49.8%-0.3
No walls9450.0%49.8%+0.2

Walls against open: -0.5 points (95% range -12.4 to +11.4), p 0.938 — 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

オキチちゃん (Rank 40)2026/09/30127558.3%
banjar (Rank 38)2026/09/1352340.0%
どっせ (Rank 41)2026/09/1352340.0%
CR竜凰伝説Z2 (Rank 41)2026/09/0794544.4%
manatsu_7 (Rank 42)2026/09/0794544.4%
硬め濃いめ少なめお米 (Rank 42)2026/09/0761516.7%
くりたろう (Rank 39)2026/09/0752340.0%
klkun (Rank 41)2026/09/0641325.0%
いくお (Rank 42)2026/08/29101910.0%
虎痴 (Rank 43)2026/08/29125741.7%
H4T (Rank 39)2026/08/291910952.6%
のーむ (Rank 39)2026/08/2953260.0%
ゼータ(MSZ-006) (Rank 38)2026/08/2986275.0%
CLEARCARE (Rank 41)2026/08/2754180.0%
マハリータまるこ (Rank 39)2026/08/2762433.3%
jinmenusagi (Rank 43)2026/08/27157846.7%
かんしゅ (Rank 42)2026/08/27116554.5%
あむざん (Rank 42)2026/08/26159660.0%
デネ (Rank 41)2026/08/22113827.3%
ハティーン (Rank 41)2026/08/2176185.7%
★闘将拉麵男★ (Rank 36)2026/08/04102820.0%
ラッキーボーイ (Rank 41)2026/08/0454180.0%
VF12360-PC (Rank 36)2026/06/23880100.0%
保育園中退 (Rank 37)2026/05/1353260.0%
金色疋殺地蔵 (Rank 42)2026/05/0652340.0%

Round openings

Lei Fei

Career
1,264–1,007 · 55.7%
This season
334 matches · 49.7%
Peak rank
42

First hit in 53.3% of 1,313 rounds. Won 53.9% of the rounds they struck first, 48.1% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 62.7% of rounds, against 27.5% in their other rounds.
  • Against Lion: waits first in 37.4% of rounds, against 21.9% against everyone else.
  • On Full Fence and Open stages: waits first in 45.2% of rounds, against 23.5% on the other stages.
  • After losing a round: attacks straight away in 33.5% of rounds, against 21.7% after winning one.
  • When behind: attacks straight away in 34.7% of rounds, against 21.0% when ahead or level.
  • In round 1: opens with “6P+K Gaiken into 6P+K+G forward punch+kick+guard” in 12.3% of rounds, against 1.1% in their other rounds.
  • Against Lion: opens with “crouch into 2P Fukusoushou” in 21.8% of rounds, against 3.7% against everyone else.
  • On Full Fence and Open stages: opens with “crouch into 33P Shatenshou” in 16.7% of rounds, against 6.7% on the other stages.
  • After losing a round: opens with “offensive move” in 10.1% of rounds, against 4.5% after winning one.

How is this tested?

offensive move14511.0%
crouch into Shatenshou33P937.0%
crouch into Fukusoushou2P816.1%
backdash into throw escape534.0%
Gaiken6P+K into forward punch+kick+guard6P+K+G523.9%
SokutankyakuK+G into Shishi DaichoukouK+GP463.5%
guardG into throw escape423.2%
punchP393.0%
backdash into evade down372.8%
guardG into evade down372.8%
evade down into throw escape352.6%
crouch dash back into guardG332.5%
offensive move into evade up262.0%
backdash into Hai Shiki2P+K+G201.5%
backdash into Shatenshou33P201.5%

161 further openings account for the other 560 rounds.

Counted from 332 of the 334 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
Lau17–15 · 53%8–7 · 53%too few to test
Lion13–17 · 43%8–7 · 53%too few to test
Kage13–11 · 54%2–2 · 50%too few to test
Taka8–4 · 67%7–12 · 37%too few to test
Jacky9–5 · 64%8–5 · 62%too few to test
Shun14–12 · 54%2–1 · 67%too few to test
Akira8–10 · 44%0–3 · 0%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.

2 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: 9 of 15 tests hold up