VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

マーレさん

Career matches7,716
Career win rate49.1%
Round win rate48.6%
Peak rank33
Distinct opponents355
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1633 #1,140 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 Fei337,7163,7883,92849.1%

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

3,991 of 5,945 rounds counted

7.7 inputs a second (462 a minute) this season. Faster than 65% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei7.74623,991

By opponent's character

Akira7.8465507
Jacky7.7463362
Goh7.9475311
Lion7.6458280
Jean7.6455288
Lau7.7462259
Vanessa7.6459307
Pai7.8469188
Sarah7.7463195
Wolf7.9472193
Shun7.6455230
Jeffry7.8469177
Kage7.5449158
Lei Fei7.7459139
Brad7.947697
Aoi7.746492
El Blaze7.645482
Dural7.444544
Eileen7.344150
Taka7.444232

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

Akira186909648.4%-1.6
Jacky145776853.1%+3.7
Goh120635752.5%+2.1
Lion113466740.7%-0.9
Jean102564654.9%+6.7
Lau101376436.6%-9.2
Vanessa88394944.3%-2.7
Pai79403950.6%-1.7
Sarah75363948.0%-1.2
Wolf71373452.1%+0.8
Shun68402858.8%+10.5
Jeffry61332854.1%-0.6
Kage61273444.3%-3.0
Lei Fei43212248.8%+6.2
Brad42212150.0%+1.9
Aoi35211460.0%+6.6
El Blaze34142041.2%-10.7
Dural1741323.5%-21.8
Eileen126650.0%-7.0
Taka74357.1%+5.2

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Half Fence168709841.7%-6.0
Open167868151.5%+1.6
Breakable Half Fence162867653.1%+2.5
Rectangle157738446.5%-2.0
Full Fence151708146.4%-2.0
Octagon145697647.6%-3.1
Single Wall135825360.7%+13.5
Breakable Full Fence125566944.8%-3.1
Low Fence102515150.0%+0.5
Full Fence and Open75344145.3%-1.0

1 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
Walls90846.7%48.7%-2.0
No walls40454.2%49.4%+4.8

Walls against open: -6.8 points (95% range -12.7 to -0.9), p 0.024 — a difference this size is unlikely to be chance.

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

へっぽこラウ (Rank 36)2026/07/092081240.0%
∈挙動不審∋ (Rank 33)2026/07/021881044.4%
chileung18 (Rank 31)2026/07/0221111052.4%
てーらい (Rank 32)2026/07/02157846.7%
ガリバー (Rank 30)2026/06/30139469.2%
ぷこ (Rank 36)2026/06/2724131154.2%
ま~く (Rank 32)2026/06/15145935.7%
ジークリオン (Rank 35)2026/06/0925111444.0%
フルレバ (Rank 36)2026/06/09137653.9%
えなお (Rank 33)2026/06/09115645.5%
openpen (Rank 29)2026/06/07127558.3%
お~ちゃん (Rank 34)2026/06/07115645.5%
うめおに。 (Rank 30)2026/06/051931615.8%
BANANA (Rank 29)2026/06/02158753.3%
肉彦さん☆彡 (Rank 29)2026/05/311311284.6%
イイクルーン (Rank 35)2026/05/311931615.8%
けいすけ新宿 (Rank 32)2026/05/3149252451.0%
ヘニオ (Rank 33)2026/05/3151282354.9%
melty01 (Rank 30)2026/05/27159660.0%
MikuMartineau (Rank 31)2026/05/262114766.7%
MON-CHAN (Rank 35)2026/05/26114736.4%
PuzzG/ぱず爺 (Rank 36)2026/05/23115645.5%
KumadaP (Rank 35)2026/05/231881044.4%
Oo-Mujirushi-oO (Rank 30)2026/05/22128466.7%
jijitax4 (Rank 36)2026/05/22114736.4%

Round openings

Lei Fei

Career
3,788–3,928 · 49.1%
This season
1,460 matches · 48.8%
Peak rank
33

First hit in 49.4% of 5,919 rounds. Won 52.7% of the rounds they struck first, 44.6% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 34.5% of rounds, against 16.0% in their other rounds.
  • Against Pai: moves in first in 49.5% of rounds, against 30.0% against everyone else.
  • On Rectangle stages: attacks straight away in 29.1% of rounds, against 23.4% on the other stages.
  • After opening the round before by backing off: moves in first in 38.8% of rounds, against 30.7% after anything else.
  • After the opponent opened the round before by moving in: attacks straight away in 31.4% of rounds, against 25.6% after anything else.
  • After winning a round: attacks straight away in 32.6% of rounds, against 20.8% after losing one.
  • When ahead: attacks straight away in 31.9% of rounds, against 22.6% when level or behind.
  • In round 1: opens with “evade up into crouch dash forward” in 8.2% of rounds, against 3.3% in their other rounds.
  • Against Pai: opens with “crouch dash forward into 33P Shatenshou” in 6.3% of rounds, against 2.8% against everyone else.
  • On Rectangle stages: opens with “crouch dash forward into 2P Fukusoushou” in 5.7% of rounds, against 2.8% on the other stages.
  • After opening the round before with “crouch dash forward into 2P Fukusoushou”: opens with “crouch dash forward into G guard” in 22.6% of rounds, against 14.5% after anything else.
  • After losing a round: opens with “crouch dash forward into G guard” in 18.7% of rounds, against 10.5% after winning one.
  • When behind: opens with “crouch dash forward into G guard” in 19.4% of rounds, against 12.3% when ahead or level.

How is this tested?

crouch dash forward into guardG82013.8%
evade down into crouch dash forward3085.2%
evade up into crouch dash forward2654.5%
crouch dash forward into Shatenshou33P1783.0%
crouch dash forward into Fukusoushou2P1773.0%
backdash into Kaisei Tento1P+K1763.0%
backdash into evade up1752.9%
Sayu ShoukenPP into Renkan MahosuiPPP1732.9%
Bunkyaku3K1672.8%
backdash into evade down1582.7%
offensive move1472.5%
punchP into Sayu ShoukenPP1392.3%
crouch dash forward into Kakushu Suigeki6P1282.1%
crouch into Fukusoushou2P1161.9%
backdash into Bunkyaku3K1021.7%

246 further openings account for the other 2,722 rounds.

By stage type

Record against each character on walled and open stages, as Lei Fei

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira51–62 · 45%37–24 · 61%-14.8
Jacky44–45 · 49%29–16 · 64%-11.9
Goh33–37 · 47%20–14 · 59%-6.0
Lion32–38 · 46%7–21 · 25%too few to test
Jean29–30 · 49%15–9 · 62%too few to test
Lau21–37 · 36%15–16 · 48%-12.5
Vanessa24–31 · 44%8–12 · 40%too few to test
Pai20–26 · 43%13–9 · 59%too few to test
Sarah21–22 · 49%12–10 · 55%too few to test
Wolf23–22 · 51%12–10 · 55%too few to test
Shun18–17 · 51%18–10 · 64%too few to test
Jeffry23–18 · 56%6–9 · 40%too few to test
Kage23–28 · 45%4–6 · 40%too few to test
Lei Fei13–12 · 52%8–8 · 50%too few to test
Brad16–15 · 52%5–3 · 62%too few to test
Aoi11–10 · 52%6–3 · 67%too few to test
El Blaze13–17 · 43%0–1 · 0%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

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?

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 (17 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: 13 of 17 tests hold up