VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

lapislazuli_2185

  • Jeffry
  • Goh
Career matches2,242
Career win rate53.4%
Round win rate53.2%
Peak rank33
Distinct opponents147
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1553 #1,655 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 Fei331,11960851154.3%
Jeffry2983243439852.2%
Goh2629115613553.6%

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

922 of 1,225 rounds counted

8.8 inputs a second (527 a minute) this season. Faster than 84% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry8.9534239
Lei Fei8.6518462
Goh9.0538221

By opponent's character

Wolf8.9535151
Akira9.0538128
Goh8.752489
Jeffry8.751960
Sarah9.255071
Aoi8.249357
Jacky9.054154
Shun8.751949
Jean8.953255
El Blaze8.651637
Pai8.551036
Kage8.953536
Lion8.550824
Lau8.148415
Brad9.255418
Vanessa8.953614
Lei Fei8.45059
Eileen8.65137
Taka7.94758
Dural8.35014

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

Wolf52282453.9%-2.5
Akira51331864.7%+8.8
Goh2315865.2%+5.5
Jeffry1991047.4%-8.3
Sarah1910952.6%-1.3
Aoi1810855.6%-2.4
Jacky179852.9%+3.2
Shun169756.2%-0.8
Jean148657.1%-2.2
El Blaze125741.7%-17.5
Pai128466.7%+7.2
Kage117463.6%+11.2
Lion115645.5%-6.8
Lau62433.3%-21.0
Brad54180.0%+21.5
Vanessa53260.0%+2.2
Lei Fei42250.0%-15.0
Eileen31233.3%-13.4
Taka21150.0%-18.6
Dural110100.0%+37.9

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

Breakable Half Fence41221953.7%-4.1
Low Fence40251562.5%+5.5
Breakable Full Fence36201655.6%-2.5
Half Fence33201360.6%+4.1
Octagon29151451.7%-2.6
Rectangle26141253.9%-4.5
Single Wall2617965.4%+9.4
Open24121250.0%-3.1
Full Fence2314960.9%+6.6
Full Fence and Open126650.0%-5.5

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18855.9%56.6%-0.7
No walls9060.0%56.2%+3.8

Walls against open: -4.6 points (95% range -17.9 to +8.8), p 0.501 — 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

HayanieMozu (Rank 22)2026/10/12660100.0%
造り酒屋の御曹司 (Rank 25)2026/10/0941325.0%
銀 (Rank 30)2026/10/0943175.0%
ヘニオ (Rank 34)2026/10/0997277.8%
manao_0609 (Rank 31)2026/10/0542250.0%
クロサギ@はなちゃん (Rank 31)2026/10/0276185.7%
ぽぽたこ (Rank 33)2026/09/1531233.3%
タイヨウ (Rank 33)2026/09/1542250.0%
pallmtree (Rank 31)2026/09/1141325.0%
BANANA (Rank 30)2026/09/1052340.0%
鳩男 (Rank 29)2026/09/0852340.0%
yamaneko (Rank 31)2026/08/2954180.0%
XXX (Rank 30)2026/08/2932166.7%
ヤーマン (Rank 32)2026/08/2951420.0%
tamaneen (Rank 30)2026/08/2853260.0%
μ (Rank 26)2026/08/2832166.7%
CELIS (Rank 27)2026/07/2464266.7%
三輪ですが@SRGM (Rank 24)2026/07/1552340.0%
龍仙人【鬼手仏心】 (Rank 26)2026/06/20330100.0%
入れ込むかもしれない (Rank 26)2026/05/2532166.7%
あなたのかみさま (Rank 23)2026/05/23660100.0%
こて (Rank 27)2026/05/1643175.0%
Player2501 (Rank 28)2026/05/0931233.3%
AnchorMan (Rank 28)2026/04/1642250.0%
omuretukun (Rank 23)2026/04/1686275.0%

Round openings

Every character

throw escape15915.4%
crouch into Low Knuckle2P10410.1%
Hammer Slide1P into Grizzly Hammer1PP656.3%
crouch into Fukusoushou2P414.0%
backdash into Kaisei Tento1P+K363.5%
backdash into Megaton Knuckle43P+K262.5%
crouch into Sune'uchi2P262.5%
guardG into throw escape262.5%
SokutankyakuK+G into Shishi DaichoukouK+GP212.0%
crouch dash forward into throw escape191.8%
Sayu ShoukenPP into Renkan MahosuiPPP181.7%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G171.6%
backdash into Kenka Hook46P151.4%
backdash into evade up141.4%
evade up into Toe Kick2K141.4%

203 further openings account for the other 433 rounds.

Counted from 253 of the 301 matches played. The rest were not pulled for openings.

Jeffry

Career
434–398 · 52.2%
This season
133 matches · 54.9%
Peak rank
29

First hit in 54.9% of 537 rounds. Won 54.2% of the rounds they struck first, 51.2% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

crouch into Low Knuckle2P10419.1%
throw escape7012.9%
Hammer Slide1P into Grizzly Hammer1PP6512.0%
backdash into Megaton Knuckle43P+K264.8%
backdash into Kenka Hook46P152.8%
evade up into Toe Kick2K142.6%
guardG into throw escape112.0%
evade up into Dash Elbow66P101.8%
backdash into Toe Kick2K91.7%
backdash into evade up91.7%
evade down into Toe Kick2K91.7%
no input81.5%
evade up71.3%
Hammer Slide1P into crouch61.1%
backdash into Heavy Back Knuckle4P61.1%

99 further openings account for the other 174 rounds.

By stage type

Record against each character on walled and open stages, as Jeffry

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira10–7 · 59%6–1 · 86%too few to test
Wolf8–8 · 50%4–4 · 50%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.

How is this tested?

Lei Fei

Career
608–511 · 54.3%
This season
114 matches · 57.9%
Peak rank
33

First hit in 53.4% of 356 rounds. Won 54.7% of the rounds they struck first, 55.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

throw escape6819.1%
crouch into Fukusoushou2P4111.5%
backdash into Kaisei Tento1P+K3610.1%
SokutankyakuK+G into Shishi DaichoukouK+GP215.9%
Sayu ShoukenPP into Renkan MahosuiPPP185.0%
crouch dash forward into throw escape164.5%
backdash into offensive move133.6%
punchP into Sayu ShoukenPP133.6%
crouch into Zensoutai2K+G102.8%
guardG into throw escape72.0%
backdash into Dokuritsu Shiki8P+K+G41.1%
backdash into evade up41.1%
punchP into Kakushu Suirengeki6PP41.1%
Soushou2P+K30.8%
backdash into throwP+G30.8%

78 further openings account for the other 96 rounds.

Counted from 88 of the 114 matches played. The rest were not pulled for openings.

Goh

Career
156–135 · 53.6%
This season
54 matches · 57.4%
Peak rank
26

First hit in 47.8% of 134 rounds. Won 60.9% of the rounds they struck first, 48.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Sune'uchi2P2619.4%
throw escape2115.7%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G1712.7%
backdash into Karura4P+K96.7%
guardG into throw escape86.0%
Ni'oudaoshi3K+G75.2%
backdash into Soukyu46P53.7%
backdash into Aragami4K43.0%
Zenpou Kaiten Ukemi6P+K+G32.2%
crouch dash forward into throwP+G32.2%
backdash into Batousatsu3KP21.5%
backdash into Maegeri3K21.5%
guardG into evade up21.5%
Kyousengeri46K into forward dash10.8%
Ni'oudaoshi3K+G into crouch10.8%

23 further openings account for the other 23 rounds.

Counted from 32 of the 54 matches played. The rest were not pulled for openings.

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 (30 here; about 1.5 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

  • Jeffry: 0 of 15 tests hold up
  • Lei Fei: 0 of 15 tests hold up
  • Goh: not tested (too few rounds)