VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lei Fei

bow

Career matches2,184
Career win rate51.0%
Round win rate52.1%
Peak rank40
Distinct opponents46
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1865 #205 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 Fei402,1841,1131,07151.0%

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

291 of 524 rounds counted

7.5 inputs a second (448 a minute) this season. Faster than 59% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei7.5448291

By opponent's character

Lion7.544743
Jacky7.444222
Brad7.444611
Wolf8.048015
Akira7.645732
Taka7.041711
El Blaze7.846930
Shun7.142729
Vanessa7.544829
Goh8.65134
Lau8.148321
Pai7.34416
Sarah7.041815
Kage6.136911
Aoi7.14243
Jean7.94724
Lei Fei8.34975

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

Lion178947.1%+4.2
Jacky156940.0%-9.0
Brad148657.1%-2.5
Wolf149564.3%+8.0
Akira1311284.6%+20.5
Taka84450.0%-10.5
El Blaze74357.1%-5.0
Shun74357.1%-9.3
Vanessa75271.4%+9.5
Goh54180.0%+24.2
Lau54180.0%+19.6
Pai51420.0%-30.4
Sarah52340.0%-23.6
Kage31233.3%+5.2
Aoi1010.0%-70.6
Jean110100.0%+33.5
Lei Fei1010.0%-66.5

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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

Octagon1811761.1%+10.9
Breakable Full Fence1711664.7%+11.5
Full Fence167943.8%-10.6
Breakable Half Fence137653.9%+0.1
Half Fence1310376.9%+16.5
Rectangle126650.0%-14.1
Open107370.0%+11.3
Low Fence95455.6%-6.9
Single Wall91811.1%-44.3
Full Fence and Open74357.1%+10.5

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls8958.4%55.8%+2.6
No walls2846.4%58.0%-11.6

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

kagesada (Rank 38)2026/09/2332166.7%
jean (Rank 42)2026/09/1331233.3%
じゃんぬ兄(公認) (Rank 35)2026/08/0554180.0%
おさげ (Rank 45)2026/08/0521150.0%
めがじぇね (Rank 41)2026/08/0552340.0%
さみぃ_ANTARES (Rank 36)2026/08/05220100.0%
おかし (Rank 36)2026/07/1443175.0%
つがさん (Rank 36)2026/07/1474357.1%
ちゃあ (Rank 36)2026/07/1432166.7%
ゲッパー (Rank 37)2026/07/1431233.3%
Lidly (Rank 37)2026/07/1432166.7%
超ボタン連打マ~ン (Rank 43)2026/07/14103730.0%
nagato_0519 (Rank 37)2026/07/1454180.0%
ミスタードリられ竿渡 (Rank 41)2026/05/312020.0%
CrossGorgonzola (Rank 41)2026/05/1741325.0%
COSMOX (Rank 41)2026/05/1774357.1%
interceptor (Rank 38)2026/05/1743175.0%
ハンニャ (Rank 36)2026/05/1732166.7%
アメリカヤマシギ (Rank 37)2026/05/1775271.4%
ア-サ-坂本 (Rank 42)2026/05/1731233.3%
タマ@デイトナ志木勢 (Rank 36)2026/05/1753260.0%
もっこり (Rank 35)2026/05/17550100.0%
シードーム ラウチェ (Rank 41)2026/05/172020.0%
しょべるん (Rank 37)2026/05/1752340.0%
指無しライダー (Rank 39)2026/05/1731233.3%

Round openings

Lei Fei

Career
1,113–1,071 · 51.0%
This season
128 matches · 56.2%
Peak rank
40

First hit in 49.7% of 523 rounds. Won 53.5% of the rounds they struck first, 51.0% of the rounds they were struck first.

Significant Tells

  • On Breakable Full Fence stages: attacks straight away in 65.7% of rounds, against 36.7% on the other stages.
  • After winning a round: attacks straight away in 44.3% of rounds, against 27.7% after losing one.
  • On Half Fence stages: opens with “backdash into evade up” in 20.8% of rounds, against 5.1% on the other stages.

How is this tested?

offensive move438.2%
backdash into evade up346.5%
backdash into offensive move346.5%
crouch into Bunkyaku3K305.7%
SokutankyakuK+G into Shishi DaichoukouK+GP285.3%
Rigoutai6K183.4%
guardG into evade down132.5%
crouch dash forward into guardG122.3%
evade down into guardG122.3%
Tenshi Ryusentai6K+G91.7%
backdash into guardG91.7%
evade down81.5%
offensive move into evade down81.5%
Kaisei Tento1P+K71.3%
Senpukyaku66K+G71.3%

114 further openings account for the other 252 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 (14 here; about 0.7 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: 3 of 14 tests hold up