VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

mahiro_725

  • Shun
  • Jeffry
Career matches10,335
Career win rate48.8%
Round win rate47.7%
Peak rank39
Distinct opponents379
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1600 #1,351 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 Fei3910,2345,0025,23248.9%
Shun2686345239.5%
Jeffry261551033.3%

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

6,681 of 9,445 rounds counted

7.8 inputs a second (471 a minute) this season. Faster than 68% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei7.84716,604
Shun7.444471
Jeffry6.74026

By opponent's character

Akira8.1488682
Jeffry7.8469531
Jacky8.1488562
Lau7.9474489
Wolf8.1484385
Sarah7.5451352
Goh7.6456449
Shun7.9476414
Aoi7.9476360
Lion7.8467404
Brad7.9473301
Kage7.6458267
Vanessa7.7459341
Jean7.7461259
El Blaze7.8467219
Pai7.8467278
Lei Fei7.6456176
Taka7.4443102
Eileen7.545370
Dural8.349640

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

Akira22911411549.8%+4.8
Jeffry191959649.7%+1.9
Jacky1777410341.8%-4.5
Lau1757510042.9%-0.1
Wolf153718246.4%-0.7
Sarah150609040.0%-4.9
Goh145667945.5%-1.9
Shun138597942.8%-2.5
Aoi137706751.1%+7.1
Lion136538339.0%-9.2
Brad111634856.8%+9.3
Kage102505249.0%+3.9
Vanessa102426041.2%-1.4
Jean99534653.5%+4.1
El Blaze91454649.5%+5.5
Pai76373948.7%-1.9
Lei Fei53203337.7%-11.8
Taka31131841.9%-3.1
Eileen1961331.6%-13.7
Dural115645.5%+5.3

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 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

Breakable Half Fence26811815044.0%-2.1
Full Fence25410614841.7%-3.9
Breakable Full Fence23510912646.4%+0.3
Half Fence23511811750.2%+4.1
Octagon23110712446.3%+0.7
Rectangle22511111449.3%+3.3
Open21911010950.2%+3.5
Single Wall2178713040.1%-6.6
Low Fence2149611844.9%-1.1
Full Fence and Open98485049.0%+2.4

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
Walls1,44846.2%45.9%+0.3
No walls65045.1%46.3%-1.3

Walls against open: +1.5 points (95% range -3.3 to +6.3), p 0.536 — 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

montanmo (Rank 38)2026/09/142291340.9%
あぽろん (Rank 37)2026/09/131713476.5%
お~ちゃん (Rank 34)2026/09/1324111345.8%
Hi:D (Rank 35)2026/09/13169756.2%
ゲッパー (Rank 35)2026/09/112781929.6%
へっぽこラウ (Rank 35)2026/09/102013765.0%
たたみん♪ (Rank 37)2026/09/082261627.3%
MaBoy (Rank 34)2026/09/072314960.9%
じゃんぬ兄(公認) (Rank 37)2026/09/051771041.2%
cyomiko (Rank 41)2026/09/0530141646.7%
会長さん (Rank 35)2026/09/0228151353.6%
guigui8393 (Rank 38)2026/09/021991047.4%
jijitax4 (Rank 38)2026/08/3142212150.0%
マハリータまるこ (Rank 40)2026/08/302491537.5%
ヘニオ (Rank 35)2026/08/262820871.4%
★闘将拉麵男★ (Rank 36)2026/08/2635201557.1%
どっせ (Rank 37)2026/08/222671926.9%
CRY-xxBABYxx (Rank 39)2026/08/021861233.3%
AzaeManV (Rank 36)2026/07/3122101245.5%
interceptor (Rank 40)2026/07/292091145.0%
五寸釘くん (Rank 35)2026/07/222315865.2%
LEO (Rank 34)2026/07/201710758.8%
イイクルーン (Rank 37)2026/07/0338191950.0%
くろね@のびしろF (Rank 34)2026/07/0221111052.4%
いえす (Rank 40)2026/06/1530111936.7%

Round openings

Every character

backdash into offensive move1,16912.3%
Senpukyaku66K+G1,08611.5%
forward movement into Sayu ShoukenPP9109.6%
Soushou2P+K into Haishin Chugeki2P+KP4264.5%
backdash into Kaisei Tento1P+K4264.5%
punchP into crouch dash back3463.6%
offensive move into kickK2072.2%
crouch into Fukusoushou2P1972.1%
offensive move into evade up1912.0%
offensive move1902.0%
Shatenshou33P into punchP1841.9%
Tenshi Ryusentai6K+G1321.4%
SokutankyakuK+G into Shishi DaichoukouK+GP1291.4%
Shatenshou33P into Shaten Renshou33PP1171.2%
Shatenshou33P1021.1%

503 further openings account for the other 3,666 rounds.

Lei Fei

Career
5,002–5,232 · 48.9%
This season
2,300 matches · 46.2%
Peak rank
39

First hit in 52.0% of 9,279 rounds. Won 50.2% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 14.1% of rounds, against 5.9% in their other rounds.
  • Against Brad: waits first in 16.6% of rounds, against 7.5% against everyone else.
  • On Rectangle stages: moves in first in 19.0% of rounds, against 12.7% on the other stages.
  • After opening the round before by moving in: backs off first in 27.8% of rounds, against 22.0% after anything else.
  • After losing a round: moves in first in 19.1% of rounds, against 10.0% after winning one.
  • When behind: moves in first in 18.7% of rounds, against 12.2% when ahead or level.
  • In round 4 or later: opens with “backdash into offensive move” in 17.2% of rounds, against 10.7% in their other rounds.
  • Against Aoi: opens with “66K+G Senpukyaku” in 21.4% of rounds, against 11.0% against everyone else.
  • On Rectangle stages: opens with “backdash into 1P+K Kaisei Tento” in 9.3% of rounds, against 4.0% on the other stages.
  • After opening the round before with “forward movement into PP Sayu Shouken”: opens with “backdash into offensive move” in 19.0% of rounds, against 13.6% after anything else.
  • After losing a round: opens with “forward movement into PP Sayu Shouken” in 15.5% of rounds, against 7.4% after winning one.
  • When ahead: opens with “2P+K Soushou into 2P+KP Haishin Chugeki” in 8.5% of rounds, against 3.7% when level or behind.

How is this tested?

backdash into offensive move1,16912.5%
Senpukyaku66K+G1,08611.6%
forward movement into Sayu ShoukenPP9109.7%
Soushou2P+K into Haishin Chugeki2P+KP4264.5%
backdash into Kaisei Tento1P+K4264.5%
punchP into crouch dash back3463.7%
offensive move into kickK2072.2%
crouch into Fukusoushou2P1972.1%
offensive move into evade up1912.0%
offensive move1882.0%
Shatenshou33P into punchP1842.0%
Tenshi Ryusentai6K+G1321.4%
SokutankyakuK+G into Shishi DaichoukouK+GP1291.4%
Shatenshou33P into Shaten Renshou33PP1171.2%
Shatenshou33P1021.1%

450 further openings account for the other 3,565 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira65–73 · 47%31–28 · 53%-4.6
Jeffry53–58 · 48%35–31 · 53%-5.3
Jacky38–63 · 38%25–29 · 46%-9.6
Lau51–57 · 47%18–33 · 35%+10.7
Wolf55–46 · 54%11–26 · 30%+29.1
Sarah34–56 · 38%18–21 · 46%-5.0
Goh30–43 · 41%28–29 · 49%-8.2
Aoi48–42 · 53%18–20 · 47%+5.1
Lion40–54 · 43%7–22 · 24%too few to test
Shun36–45 · 44%15–22 · 41%+3.0
Brad37–28 · 57%18–15 · 55%-0.8
Kage33–34 · 49%13–14 · 48%too few to test
Vanessa24–35 · 41%12–15 · 44%too few to test
Jean35–33 · 51%15–8 · 65%too few to test
El Blaze27–35 · 44%13–10 · 57%too few to test
Pai23–20 · 53%11–11 · 50%too few to test
Lei Fei18–28 · 39%1–4 · 20%too few to test
Taka9–9 · 50%1–7 · 12%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?

Shun

Career
34–52 · 39.5%
This season
22 matches · 36.4%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Haisenchu Kaikakyaku1PK77.9%
crouch into Fukuchougeki2P66.7%
crouch into Haisenchu1P66.7%
Tenshin Souchushou6P+K55.6%
backdash into Dokuritsu Kanpai46P+K33.4%
backdash into Gyou'in Haishu3P33.4%
evade up into forward dash33.4%
forward movement into Chougeki RigoutaiPK33.4%
forward movement into Saishu RenkangekiPPP33.4%
forward movement into punchP33.4%
Gyou'in Haishu3P into Fukuchougeki2P22.2%
Toukyaku6K+G22.2%
backdash into Getsuga Gakushu46P22.2%
backdash into Shinho Suikoushu43P+K22.2%
backdash into up punch+kick8P+K22.2%

34 further openings account for the other 37 rounds.

Jeffry

Career
5–10 · 33.3%
This season
4 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Low Knuckle2P321.4%
Ducking Low2K+G into crouch17.1%
Knee Attack6K17.1%
Overblow Shoulder66P+K17.1%
backdash into Heavy Back Knuckle4P17.1%
backdash into Overblow Shoulder66P+K17.1%
backdash into Toe Kick2K17.1%
evade up into Kenka Hook46P17.1%
evade up into Knee Attack6K17.1%
forward movement into Combo Pile BunkerPKP17.1%
up, up-forward kick89K17.1%
up, up-forward kick89K into kickK17.1%

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: 12 of 18 tests hold up
  • Shun: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)