VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

VirtuaLi-on

  • Akira
  • Goh
  • Lion
  • Pai
  • Shun
Career matches4,922
Career win rate46.9%
Round win rate50.6%
Peak rank25
Distinct opponents287
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1382 #2,740 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 Fei252,4971,1071,39044.3%
Akira2345420325144.7%
Goh2445322023348.6%
Aoi—39717722044.6%
Lion2534019314756.8%
Kage—28413415047.2%
Jean—26813413450.0%
Shun2397583959.8%
Pai2392553759.8%
El Blaze—40261465.0%

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

1,858 of 2,438 rounds counted

7.4 inputs a second (445 a minute) this season. Faster than 57% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei7.3437333
Akira7.5452625
Goh7.4443442
Lion7.6457234
Pai7.2431224

By opponent's character

Shun7.5450231
Akira7.4442206
Jacky7.3436183
Aoi7.5453172
Goh7.4442140
Wolf7.8468127
Jean7.142882
Pai7.545279
Lau8.148494
Lei Fei7.343783
Lion7.243471
Kage7.041772
Jeffry7.444270
El Blaze7.142572
Brad7.444630
Sarah7.343741
Eileen7.746332
Vanessa7.343643
Taka7.746021
Dural7.64579

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

Shun72403255.6%-0.1
Akira71353649.3%-5.0
Jacky54252946.3%-6.9
Aoi51302158.8%+7.7
Goh42241857.1%+4.2
Wolf40152537.5%-8.5
Jean30151550.0%-1.5
Pai30161453.3%+5.3
Lau2617965.4%+16.1
Lei Fei24131154.2%+9.2
Lion2417770.8%+23.8
Kage2391439.1%-11.2
Jeffry2112957.1%+4.7
El Blaze1871138.9%-4.9
Brad1651131.2%-14.9
Sarah167943.8%-11.0
Eileen146842.9%-8.3
Vanessa125741.7%-6.7
Taka64266.7%+15.7
Dural2020.0%-40.9

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.

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

Rectangle68313745.6%-3.9
Low Fence65392660.0%+9.5
Octagon62273543.5%-9.4
Open61283345.9%-1.5
Full Fence60283246.7%-7.2
Half Fence58263244.8%-8.5
Single Wall57263145.6%-4.6
Breakable Full Fence52292355.8%+5.2
Breakable Half Fence44281663.6%+15.6
Full Fence and Open37201754.0%-0.7

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
Walls34449.1%51.2%-2.0
No walls18350.8%49.6%+1.3

Walls against open: -3.3 points (95% range -12.1 to +5.5), p 0.461 — 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

Lucifer-1971 (Rank 24)2026/10/0942250.0%
いおす (Rank 28)2026/10/0853260.0%
suga__chan (Rank 28)2026/10/0842250.0%
ターム (Rank 25)2026/10/0885362.5%
osaka_mouko4649 (Rank 25)2026/09/2652340.0%
かっつん! (Rank 21)2026/09/23550100.0%
パニガーレ (Rank 23)2026/09/2384450.0%
wildduck-japan (Rank 25)2026/09/2341325.0%
kota_mofumofu (Rank 26)2026/09/2262433.3%
nakamine0824 (Rank 25)2026/08/2362433.3%
つのさん (Rank 23)2026/08/2364266.7%
abcde-9m (Rank 26)2026/07/2641325.0%
omuretukun (Rank 23)2026/07/2553260.0%
neco (Rank 22)2026/07/23149564.3%
委員ちょ (Rank 21)2026/07/1654180.0%
あぶらこ (Rank 24)2026/07/1442250.0%
maple_carla (Rank 21)2026/07/1243175.0%
rr_swag01 (Rank 21)2026/07/0376185.7%
G.S (Rank 21)2026/06/2454180.0%
まなつのかじつ (Rank 21)2026/06/2375271.4%
ごめす (Rank 22)2026/06/2241325.0%
CHASER (Rank 22)2026/06/1974357.1%
おだんごたべたい (Rank 21)2026/05/29440100.0%
moreru (Rank 22)2026/05/19660100.0%
DREPPER (Rank 24)2026/04/0342250.0%

Round openings

Every character

punchP1888.2%
backdash into evade up1225.3%
backdash into evade down954.1%
offensive move903.9%
Souryu Shukkai43P+K622.7%
crouch dash forward into evade down622.7%
forward dash into Jouho Touken6P522.3%
backdash into throwP+G452.0%
crouch dash back into Koboku214P411.8%
crouch dash back into Karura4P+K371.6%
evade down into crouch dash forward361.6%
Kumite Harai (Deflect)4P+K+G321.4%
backdash into Koboku214P321.4%
evade up into crouch dash forward311.4%
punchP into Hachimon KaidaPP261.1%

421 further openings account for the other 1,341 rounds.

Counted from 556 of the 592 matches played. The rest were not pulled for openings.

Lei Fei

Career
1,107–1,390 · 44.3%
This season
195 matches · 50.8%
Peak rank
25

First hit in 48.2% of 802 rounds. Won 54.8% of the rounds they struck first, 48.7% of the rounds they were struck first.

Significant Tells

  • Against Pai: moves in first in 31.2% of rounds, against 8.7% against everyone else.
  • Against Wolf: opens with “backdash into evade up” in 20.6% of rounds, against 4.3% against everyone else.

How is this tested?

offensive move9011.2%
Souryu Shukkai43P+K627.7%
punchP475.8%
backdash into evade up455.6%
backdash into evade down293.6%
crouch dash forward into evade down283.5%
punchP into Kakushu Suirengeki6PP263.2%
offensive move into evade up253.1%
punchP into Sayu ShoukenPP243.0%
Kochouheki (Deflect)236P+K232.9%
punchP into Souryu Shukkai43P+K222.7%
backdash into throwP+G212.6%
crouch dash back into Kaisei Tento1P+K192.4%
crouch dash forward into Fukusoushou2P192.4%
offensive move into Dokuritsu Shiki8P+K+G131.6%

124 further openings account for the other 310 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun14–6 · 70%2–5 · 29%too few to test
Akira7–11 · 39%3–3 · 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?

Akira

Career
203–251 · 44.7%
This season
151 matches · 47.0%
Peak rank
23

First hit in 54.6% of 624 rounds. Won 52.2% of the rounds they struck first, 41.3% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 46.4% of rounds, against 29.3% in their other rounds.
  • After losing a round: evades first in 11.6% of rounds, against 3.1% after winning one.
  • In round 2: opens with “backdash into 214P Koboku” in 9.3% of rounds, against 3.8% in their other rounds.
  • After landing the first hit of the round before: opens with “backdash into 214P Koboku” in 8.9% of rounds, against 3.7% after being hit first.

How is this tested?

punchP7612.2%
forward dash into Jouho Touken6P528.3%
crouch dash back into Koboku214P416.6%
backdash into Koboku214P325.1%
backdash into evade down294.6%
backdash into evade up284.5%
punchP into Hachimon KaidaPP264.2%
crouch dash forward into evade down182.9%
forward dash into Rimon Chouchu66P142.2%
Rimon Chouchu66P132.1%
backdash into Souka Housui3P+K132.1%
backdash into Sokutai3K121.9%
down-back punch+kick1P+K111.8%
backdash into Youhou33P101.6%
Jouho Touken6P91.4%

105 further openings account for the other 241 rounds.

Goh

Career
220–233 · 48.6%
This season
119 matches · 49.6%
Peak rank
24

First hit in 41.9% of 492 rounds. Won 54.4% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 46.6% of rounds, against 29.3% in their other rounds.

How is this tested?

punchP418.3%
crouch dash back into Karura4P+K377.5%
backdash into evade up336.7%
Kumite Harai (Deflect)4P+K+G326.5%
backdash into evade down255.1%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G224.5%
punchP into Tsurane ShoudaPP173.5%
crouch dash back into Shouzuka Okuri1P+K163.2%
Kyousengeri46K153.0%
Hiji'ate6P122.4%
evade down into crouch dash forward122.4%
evade up into crouch dash forward122.4%
backdash into Shouzuka Okuri1P+K102.0%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Todome46P+KPP91.8%
Jibishou3P+K71.4%

94 further openings account for the other 193 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun5–7 · 42%1–4 · 20%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?

Pai

Career
55–37 · 59.8%
This season
54 matches · 63.0%
Peak rank
23

First hit in 55.6% of 223 rounds. Won 58.9% of the rounds they struck first, 50.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP188.0%
Senchuken6P146.2%
Souanshou3P+K125.4%
Souka Rensui3PP into Souka Raigekishou3PPP114.9%
backdash into evade up114.9%
punchP into RenshouPP83.6%
punchP into Senchuken6P83.6%
backdash into Senchutai3K73.1%
backdash into throwP+G62.7%
crouch dash back into Rikensui1P62.7%
evade up into crouch dash forward62.7%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK52.2%
backdash into evade down52.2%
crouch dash forward into evade down52.2%
evade up into forward dash52.2%

71 further openings account for the other 97 rounds.

Lion

Career
193–147 · 56.8%
This season
59 matches · 47.5%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Banchu6P1517.1%
crouch dash forward into evade down66.8%
backdash into evade down55.7%
punchP into RensuitaiPK44.5%
crouch dash back into Sentai4K33.4%
crouch dash forward into Banchu6P33.4%
crouch dash forward into punchP33.4%
punchP33.4%
punchP into Banchu6P33.4%
backdash into Dantai3K22.3%
backdash into Sentai4K22.3%
backdash into throwP+G22.3%
crouch dash forward into guardG22.3%
HakotsushuP+K+G into evade up11.1%
Juchou Senshou8P+K11.1%

33 further openings account for the other 33 rounds.

Counted from 23 of the 59 matches played. The rest were not pulled for openings.

Shun

Career
58–39 · 59.8%
This season
14 matches · 78.6%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up58.5%
Gyou'in Haishu3P46.8%
crouch into Gyou'in Haishu3P46.8%
evade down into crouch dash forward46.8%
Honshin Rensenkyaku4K+G35.1%
Rensai Gakushu46PP into Rengeki Gakushu46PPP35.1%
punchP35.1%
Getsuga Gakushu46P into Getsuga Gyou'in46PP+K23.4%
Kasen Chugeki6P into Kasen Zenbokushou6PP23.4%
Toukyaku6K+G23.4%
backdash into Honshin Rensenkyaku4K+G23.4%
backdash into evade down23.4%
punchP into RengekiPP23.4%
punchP into crouch23.4%
Gyou'in Haishu3P into Kasen Chugeki6P11.7%

18 further openings account for the other 18 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 (44 here; about 2.2 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: 2 of 15 tests hold up
  • Akira: 4 of 15 tests hold up
  • Goh: 1 of 14 tests hold up
  • Pai: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Shun: not tested (too few rounds)