VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Lei Fei

ontama_kagaho

  • Jeffry
Career matches1,960
Career win rate52.2%
Round win rate49.8%
Peak rank36
Distinct opponents119
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1607 #1,304 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 Fei361,9491,01893152.2%
Jeffry26116554.5%

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

926 of 1,425 rounds counted

7.6 inputs a second (454 a minute) this season. Faster than 61% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei7.6453907
Jeffry7.947519

By opponent's character

Akira7.545070
Sarah7.243569
Pai7.444673
Taka7.1429104
Jeffry8.047739
Jacky7.243254
Kage7.243052
Wolf7.746371
Lion7.846544
Jean7.746155
Aoi7.846645
Lau7.444255
Goh8.148841
Brad7.344115
Lei Fei8.349733
Shun7.746039
Eileen8.85299
El Blaze8.651518
Vanessa7.444525
Dural8.047915

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

Akira40251562.5%+15.0
Sarah26131350.0%-1.2
Pai25101540.0%-12.2
Taka2591636.0%-4.0
Jeffry24101441.7%-10.1
Jacky2214863.6%+14.6
Kage22101245.5%+1.7
Wolf2151623.8%-27.7
Lion2081240.0%-9.1
Jean1991047.4%-3.0
Aoi168850.0%-1.8
Lau1510566.7%+24.9
Goh138561.5%+5.4
Brad126650.0%-0.6
Lei Fei124833.3%-15.8
Shun118372.7%+27.1
Eileen86275.0%+25.5
El Blaze83537.5%-3.2
Vanessa72528.6%-23.0
Dural32166.7%+7.2

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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 Fence46182839.1%-13.0
Half Fence41202148.8%-2.0
Full Fence37211656.8%+8.3
Octagon37191851.4%+5.9
Breakable Full Fence33181554.5%+7.3
Rectangle33171651.5%+4.1
Open32112134.4%-15.4
Low Fence30151550.0%+5.8
Single Wall2114766.7%+15.4
Full Fence and Open125741.7%-11.1

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22749.8%48.8%+1.0
No walls8348.2%48.0%+0.2

Walls against open: +0.8 points (95% range -12.5 to +14.1), p 0.907 — 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

失礼!スマッシュ☆彡 (Rank 26)2026/09/1742250.0%
かえる (Rank 38)2026/08/0362433.3%
ふかふか (Rank 38)2026/08/0362433.3%
寿司眼鉄 (Rank 36)2026/07/2693633.3%
テクノモデル (Rank 35)2026/07/2662433.3%
GP (Rank 40)2026/07/2642250.0%
小名浜DC (Rank 37)2026/07/2653260.0%
fukuchan_tenjin (Rank 37)2026/07/2641325.0%
vivid_dot4 (Rank 34)2026/07/2652340.0%
onigiryy_14 (Rank 36)2026/07/26104640.0%
xenon335 (Rank 35)2026/07/261441028.6%
ジークリオン (Rank 35)2026/06/294040.0%
jijitax4 (Rank 37)2026/06/211412285.7%
くろね@のびしろF (Rank 34)2026/06/2153260.0%
ヒ・ジハー (Rank 36)2026/06/2153260.0%
くりたろう (Rank 33)2026/06/0852340.0%
イイクルーン (Rank 36)2026/06/0596366.7%
たたみん♪ (Rank 38)2026/06/051861233.3%
お~ちゃん (Rank 33)2026/05/2552340.0%
貧乏リオン/binboulion (Rank 35)2026/05/0573442.9%
BANANA (Rank 30)2026/05/0562433.3%
音の勢-リック (Rank 31)2026/05/0542250.0%
申 ディレイ2!!! (Rank 29)2026/04/1943175.0%
MaxMuncy (Rank 26)2026/04/0954180.0%
我的名字叫顺溜 (Rank 21)2026/03/3032166.7%

Round openings

Every character

offensive move1117.8%
evade up into crouch dash forward966.7%
SokutankyakuK+G into Shishi DaichoukouK+GP856.0%
Dantai4K634.4%
crouch into Fukusoushou2P594.1%
offensive move into evade down543.8%
Kochouheki (Deflect)236P+K533.7%
offensive move into Kakushu Suigeki6P402.8%
guardG into evade up302.1%
evade down into crouch dash forward282.0%
evade down into forward dash251.8%
Souhikyaku9K+G241.7%
Souryu Shukkai43P+K241.7%
evade down into guardG241.7%
throwP+G201.4%

236 further openings account for the other 690 rounds.

Lei Fei

Career
1,018–931 · 52.2%
This season
345 matches · 48.7%
Peak rank
36

First hit in 48.4% of 1,400 rounds. Won 51.3% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 32.2% of rounds, against 14.6% in their other rounds.
  • Against Wolf: evades first in 41.7% of rounds, against 17.5% against everyone else.
  • On Full Fence stages: moves in first in 13.6% of rounds, against 7.6% on the other stages.
  • After losing a round: evades first in 19.1% of rounds, against 10.2% after winning one.
  • When behind: evades first in 18.9% of rounds, against 12.2% when ahead or level.
  • In round 1: opens with “evade up into crouch dash forward” in 11.0% of rounds, against 5.3% in their other rounds.
  • Against Kage: opens with “4K Dantai” in 22.0% of rounds, against 3.3% against everyone else.
  • After losing a round: opens with “evade up into crouch dash forward” in 7.9% of rounds, against 2.6% after winning one.
  • When behind: opens with “K+G Sokutankyaku into K+GP Shishi Daichoukou” in 9.7% of rounds, against 5.2% when ahead or level.

How is this tested?

offensive move1117.9%
evade up into crouch dash forward946.7%
SokutankyakuK+G into Shishi DaichoukouK+GP856.0%
Dantai4K634.5%
crouch into Fukusoushou2P594.2%
offensive move into evade down543.8%
Kochouheki (Deflect)236P+K533.8%
offensive move into Kakushu Suigeki6P402.8%
guardG into evade up302.1%
evade down into crouch dash forward282.0%
evade down into forward dash251.8%
Souhikyaku9K+G241.7%
Souryu Shukkai43P+K241.7%
evade down into guardG241.7%
throwP+G201.4%

226 further openings account for the other 673 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira17–9 · 65%6–4 · 60%too few to test
Pai7–13 · 35%3–1 · 75%too few to test
Sarah5–10 · 33%7–3 · 70%too few to test
Taka6–7 · 46%1–8 · 11%too few to test
Jeffry5–9 · 36%5–3 · 62%too few to test
Jacky13–7 · 65%0–0 · —too few to test
Kage8–9 · 47%1–1 · 50%too few to test
Wolf1–9 · 10%3–5 · 38%too few to test
Lion4–6 · 40%4–2 · 67%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?

Jeffry

Career
6–5 · 54.5%
This season
4 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Low Knuckle2P315.8%
backdash into Megaton Knuckle43P+K210.5%
evade up into crouch dash forward210.5%
punchP210.5%
Body CrushP+K into punchP15.3%
Elbow Butt6P15.3%
Low Knuckle2P15.3%
Sunlit Body Upper3P+K15.3%
Tsunami Beat3K+G15.3%
crouch into Tsunami Beat3K+G15.3%
forward dash into Middle Hell Stab6P+K15.3%
guardG into Grizzly Hammer1PP15.3%
guardG into crouch15.3%
guardG into throwP+G15.3%

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 (15 here; about 0.8 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 15 tests hold up
  • Jeffry: not tested (too few rounds)