VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

yossystanp-ussa

Career matches5,469
Career win rate50.6%
Round win rate48.3%
Peak rank37
Distinct opponents205
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1646 #1,068 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 Fei375,4692,7692,70050.6%

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

3,217 of 4,032 rounds counted

5.4 inputs a second (326 a minute) this season. Faster than 7% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei5.43263,217

By opponent's character

Akira5.7342515
Jacky5.5331355
Jean5.4322262
Shun5.4325212
El Blaze5.5327262
Jeffry5.3319241
Kage5.4322172
Goh5.3319158
Lau5.8348139
Wolf5.2312179
Lion5.3320125
Brad5.3316116
Pai5.332093
Aoi5.533293
Dural5.130654
Vanessa5.432276
Sarah5.030061
Taka5.532743
Lei Fei5.331932
Eileen5.432229

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

Akira153797451.6%+4.5
Jacky107476043.9%-6.5
Jean88464252.3%+1.8
Shun67323547.8%+4.8
El Blaze64214332.8%-13.2
Jeffry64234135.9%-11.3
Kage60213935.0%-4.3
Goh52232944.2%-0.0
Lau51262551.0%+8.9
Wolf50331766.0%+19.8
Lion40172342.5%-4.0
Brad33141942.4%-0.6
Pai30121840.0%-2.5
Aoi29191065.5%+19.1
Dural2691734.6%-7.5
Vanessa22101245.5%+5.5
Sarah2051525.0%-19.8
Taka136746.1%+4.0
Lei Fei106460.0%+4.9
Eileen73442.9%+0.6

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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

Single Wall110515946.4%+0.4
Rectangle109545549.5%+4.5
Breakable Half Fence106505647.2%+1.2
Breakable Full Fence102386437.2%-8.0
Full Fence97366137.1%-7.9
Half Fence97504751.5%+4.2
Open96504652.1%+5.5
Octagon95346135.8%-11.8
Low Fence93494452.7%+8.2
Full Fence and Open44172738.6%-7.1

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls60643.2%45.7%-2.5
No walls29950.2%46.1%+4.0

Walls against open: -6.5 points (95% range -13.5 to +0.4), p 0.066 — 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

はち割れ・練習中 (Rank 34)2026/10/17124833.3%
マクシミリアン15世 (Rank 33)2026/10/172014670.0%
★闘将拉麵男★ (Rank 39)2026/10/16106460.0%
やまだ.com (Rank 36)2026/10/16157846.7%
SAZABI (Rank 36)2026/10/162351821.7%
무파ZeroBlue (Rank 32)2026/10/16127558.3%
ヘニオ (Rank 34)2026/10/1625141156.0%
fwnd1396 (Rank 32)2026/10/161761135.3%
타우끼/taukee (Rank 36)2026/10/161910952.6%
NORESPECT (Rank 37)2026/10/10136746.1%
みんみんさん (Rank 36)2026/10/04158753.3%
もっこり (Rank 36)2026/10/041441028.6%
へっぽこラウ (Rank 34)2026/10/04114736.4%
にゃがみはらう (Rank 36)2026/09/1620101050.0%
村長~災禍の中心~ (Rank 38)2026/09/1225131252.0%
abarezi (Rank 32)2026/07/31124833.3%
JKSTW(SEGAWORLD大亞店) (Rank 33)2026/07/152314960.9%
テクノモデル (Rank 35)2026/07/091861233.3%
ふかふか (Rank 38)2026/07/081331023.1%
スナ (Rank 34)2026/06/11134930.8%
interceptor (Rank 39)2026/06/112381534.8%
MikuMartineau (Rank 32)2026/06/1133191457.6%
五寸釘くん (Rank 34)2026/06/04116554.5%
nanami.madogiwa (Rank 34)2026/06/0423131056.5%
fukuchan_tenjin (Rank 36)2026/06/021510566.7%

Round openings

Lei Fei

Career
2,769–2,700 · 50.6%
This season
986 matches · 45.8%
Peak rank
37

First hit in 44.7% of 3,254 rounds. Won 51.9% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 27.8% of rounds, against 3.2% in their other rounds.
  • Against Sarah: backs off first in 39.0% of rounds, against 18.6% against everyone else.
  • On Full Fence stages: attacks straight away in 71.0% of rounds, against 63.2% on the other stages.
  • After opening the round before by waiting: waits first in 9.4% of rounds, against 2.4% after anything else.
  • After winning a round: moves in first in 10.8% of rounds, against 5.4% after losing one.
  • When ahead: moves in first in 10.2% of rounds, against 5.4% when level or behind.
  • In round 4 or later: opens with “66K+G Senpukyaku” in 13.9% of rounds, against 4.7% in their other rounds.
  • Against Akira: opens with “offensive move into evade up” in 19.5% of rounds, against 4.6% against everyone else.
  • After opening the round before with “66K+G Senpukyaku”: opens with “66K+G Senpukyaku” in 26.7% of rounds, against 7.9% after anything else.

How is this tested?

Rigoutai6K2688.2%
offensive move2537.7%
backdash into offensive move2487.6%
Senpukyaku66K+G2367.2%
offensive move into evade up2206.7%
backward movement into Katoken3P+K2146.5%
Souryu Shukkai43P+K2076.3%
guardG1514.6%
Soushou2P+K1053.2%
Kochouheki (Deflect)236P+K942.9%
Fukusoushou2P882.7%
backdash into Hai Shiki2P+K+G702.1%
forward movement into Sayu ShoukenPP702.1%
forward dash into throwP+G692.1%
Kaisei Tento1P+K641.9%

144 further openings account for the other 922 rounds.

Counted from 802 of the 986 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
Akira34–38 · 47%21–14 · 60%too few to test
Jacky16–27 · 37%12–18 · 40%too few to test
Jean23–22 · 51%14–10 · 58%too few to test
Shun18–22 · 45%9–9 · 50%too few to test
Jeffry9–18 · 33%9–11 · 45%too few to test
Kage11–25 · 31%6–7 · 46%too few to test
Lau20–19 · 51%5–4 · 56%too few to test
Goh11–11 · 50%8–10 · 44%too few to test
Wolf19–7 · 73%4–4 · 50%too few to test
El Blaze7–20 · 26%5–2 · 71%too few to test
Lion11–16 · 41%3–4 · 43%too few to test
Dural5–11 · 31%4–4 · 50%too few to test
Brad4–9 · 31%6–5 · 55%too few to test
Pai7–13 · 35%2–2 · 50%too few to test
Sarah4–9 · 31%1–4 · 20%too few to test
Vanessa6–5 · 55%2–3 · 40%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.

184 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 (18 here; about 0.9 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 18 tests hold up