VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

KUZHAI_GA_DORA3

  • Jeffry
Career matches3,431
Career win rate51.8%
Round win rate47.5%
Peak rank38
Distinct opponents124
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1642 #1,082 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 Fei382,5231,2741,24950.5%
Goh—51629322356.8%
Jeffry3139221118153.8%

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

871 of 1,275 rounds counted

8.7 inputs a second (520 a minute) this season. Faster than 82% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei8.7520794
Jeffry8.852677

By opponent's character

Jacky8.6516129
Kage8.450472
Akira8.752378
Sarah8.752279
Lau8.752242
Wolf8.953558
Lion8.852841
Goh8.752458
Jeffry8.551160
Jean8.953221
Taka8.450642
Vanessa8.350043
Brad9.556832
Lei Fei9.255127
Shun8.853026
El Blaze8.551021
Pai8.852620
Aoi8.65175
Eileen8.249214
Dural7.64583

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

Jacky51262551.0%+7.6
Kage31131841.9%-6.4
Akira24131154.2%+4.2
Sarah24101441.7%-3.3
Lau2191242.9%-0.5
Wolf2181338.1%-9.9
Lion1851327.8%-18.0
Goh1711664.7%+19.8
Jeffry1761135.3%-10.4
Jean137653.9%+6.1
Taka135838.5%-13.2
Vanessa126650.0%+17.2
Brad105550.0%+10.4
Lei Fei86275.0%+30.2
Shun82625.0%-22.5
El Blaze62433.3%-12.1
Pai52340.0%+1.4
Aoi41325.0%-14.2
Eileen31233.3%-5.8
Dural110100.0%+57.8

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

Rectangle46242252.2%+5.4
Open37132435.1%-9.5
Breakable Full Fence33191457.6%+13.4
Single Wall28101835.7%-11.4
Breakable Half Fence27131448.1%+2.5
Full Fence27131448.1%+6.9
Half Fence25101540.0%-5.9
Octagon22121054.5%+10.2
Low Fence2013765.0%+21.6
Full Fence and Open1331023.1%-27.7

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18050.6%45.5%+5.1
No walls8542.4%44.7%-2.3

Walls against open: +7.4 points (95% range -8.3 to +23.0), p 0.355 — 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

zakisan (Rank 36)2026/10/1373442.9%
BigBoin (Rank 33)2026/10/0652340.0%
うるヲ参拾 (Rank 38)2026/10/0551420.0%
あむざん (Rank 39)2026/10/058080.0%
漂泊の民回線ジプシー (Rank 38)2026/10/0243175.0%
壱次元らあじ (Rank 39)2026/09/2753260.0%
愛蒔らぶり (Rank 41)2026/09/2463350.0%
★闘将拉麵男★ (Rank 38)2026/09/2464266.7%
アナパイ1973 (Rank 39)2026/09/2442250.0%
こまがわ (Rank 40)2026/09/2341325.0%
天我 (Rank 39)2026/09/23147750.0%
えなお (Rank 35)2026/09/2363350.0%
鳩男 (Rank 31)2026/09/09330100.0%
リーウ (Rank 30)2026/09/0942250.0%
ビジネス8歳 (Rank 41)2026/08/304040.0%
寿司眼鉄 (Rank 36)2026/08/0264266.7%
おーちんちーん (Rank 34)2026/07/204040.0%
どろパイ (Rank 32)2026/06/2551420.0%
ぬっき~@赫眼☆赫子 (Rank 34)2026/06/1541325.0%
CELIS (Rank 27)2026/06/0432166.7%
Koromo (Rank 32)2026/05/2731233.3%
影虎 (Rank 33)2026/05/1464266.7%
ジョイソル (Rank 30)2026/05/1432166.7%
tatsuya_doragon8741 (Rank 31)2026/05/1083537.5%
ff (Rank 34)2026/05/0662433.3%

Round openings

Every character

backdash into offensive move14112.5%
Zaban Hekishou66P+K625.5%
Sayu ShoukenPP into Renkan MahosuiPPP443.9%
Toushou66P413.6%
crouch dash forward into evade down413.6%
punchP into Sayu ShoukenPP393.5%
crouch dash forward into throw escape383.4%
Senpukyaku66K+G into Tenshi Ryusentai6K+G373.3%
offensive move343.0%
throw escape262.3%
crouch dash forward into Shatenshou33P242.1%
guardG into throw escape242.1%
crouch into Shatenshou33P191.7%
Niki Bunkyaku9K161.4%
Toushou66P into Kakushu Suigeki6P161.4%

182 further openings account for the other 527 rounds.

Counted from 272 of the 307 matches played. The rest were not pulled for openings.

Lei Fei

Career
1,274–1,249 · 50.5%
This season
288 matches · 44.1%
Peak rank
38

First hit in 52.0% of 1,051 rounds. Won 55.1% of the rounds they struck first, 39.6% of the rounds they were struck first.

Significant Tells

  • Against Lion: evades first in 19.0% of rounds, against 5.4% against everyone else.
  • After winning a round: opens with “P punch into PP Sayu Shouken” in 7.0% of rounds, against 1.4% after losing one.

How is this tested?

backdash into offensive move14113.4%
Zaban Hekishou66P+K625.9%
Sayu ShoukenPP into Renkan MahosuiPPP444.2%
Toushou66P413.9%
punchP into Sayu ShoukenPP393.7%
Senpukyaku66K+G into Tenshi Ryusentai6K+G373.5%
crouch dash forward into throw escape373.5%
crouch dash forward into evade down363.4%
offensive move343.2%
throw escape262.5%
crouch dash forward into Shatenshou33P242.3%
guardG into throw escape232.2%
crouch into Shatenshou33P191.8%
Niki Bunkyaku9K161.5%
Toushou66P into Kakushu Suigeki6P161.5%

157 further openings account for the other 457 rounds.

Counted from 253 of the 288 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
Jacky15–13 · 54%4–7 · 36%too few to test
Kage7–4 · 64%3–7 · 30%too few to test
Akira8–5 · 62%3–2 · 60%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.

35 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?

Jeffry

Career
211–181 · 53.8%
This season
19 matches · 63.2%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into Knee Attack6K1215.6%
crouch into Ducking Low2K+G1114.3%
crouch dash forward into evade down56.5%
backdash into Double Hammer Down43P45.2%
crouch dash back into evade down45.2%
crouch dash back into Scoop Kick4K+G33.9%
Dash Elbow66P22.6%
Elbow Butt6P22.6%
crouch dash back into Hell Dunk Hammer214P+K22.6%
crouch dash back into throw escape22.6%
crouch dash forward into Knee Push Wild Hook4KP22.6%
crouch dash forward into punchP22.6%
crouch dash forward into throwP+G22.6%
crouch into Double Upper3PP22.6%
crouch into Full Swing Upper33P22.6%

20 further openings account for the other 20 rounds.

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
  • Jeffry: not tested (too few rounds)