VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lei Fei

kayotomo55

  • Akira
Career matches765
Career win rate46.1%
Round win rate48.5%
Peak rank25
Distinct opponents200
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1270 #3,237 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 Fei2551825626249.4%
Akira212479715039.3%

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

1,286 of 1,286 rounds counted

8.5 inputs a second (508 a minute) this season. Faster than 79% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei8.45061,191
Akira8.853095

By opponent's character

Akira8.0479229
Wolf9.1548150
Aoi8.6516100
Jacky8.349683
Jeffry9.154782
Lion8.047777
Shun8.350182
Pai8.651773
Vanessa8.550776
Goh8.752268
Kage8.551060
Sarah8.450340
Lau8.148946
Jean8.450533
Brad8.350031
El Blaze8.752222
Lei Fei9.053815
Eileen8.450210
Dural7.84664
Taka8.75215

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

Akira56322457.1%+9.8
Wolf38142436.8%-7.8
Aoi24131154.2%+7.5
Jacky22101245.5%+1.2
Jeffry20101050.0%+5.6
Lion20101050.0%-0.3
Shun2091145.0%-6.1
Pai1871138.9%-0.7
Vanessa1861233.3%-5.5
Goh1651131.2%-14.6
Kage156940.0%-3.2
Sarah117463.6%+9.3
Lau106460.0%+15.3
Jean82625.0%-24.7
Brad74357.1%+15.3
El Blaze53260.0%+0.2
Lei Fei41325.0%-22.9
Eileen31233.3%-22.2
Dural1010.0%-37.8
Taka110100.0%+43.9

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

Rectangle38211755.3%+4.1
Breakable Full Fence37162143.2%-3.0
Full Fence32141843.8%+0.5
Single Wall32141843.8%-4.1
Low Fence31151648.4%+4.9
Octagon31141745.2%-3.9
Breakable Half Fence30161453.3%+10.7
Half Fence29171258.6%+11.1
Open25101540.0%-5.7
Full Fence and Open2071335.0%-12.1

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19749.7%47.1%+2.7
No walls8844.3%45.6%-1.3

Walls against open: +4.0 points (95% range -8.3 to +16.2), p 0.525 — 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

Misa02280907 (Rank 26)2026/10/1841325.0%
mikichan_213 (Rank 27)2026/09/183030.0%
みらめたる (Rank 21)2026/09/1732166.7%
スレンダーコーン (Rank 26)2026/09/1683537.5%
osAnKIRA (Rank 23)2026/09/1643175.0%
youyoupapu (Rank 24)2026/09/145050.0%
frog-23jd (Rank 24)2026/09/1453260.0%
ape_thrasher (Rank 25)2026/09/1452340.0%
wgamama_jodi3 (Rank 23)2026/09/1443175.0%
kimxxxtt (Rank 22)2026/09/1464266.7%
yabo (Rank 24)2026/09/1332166.7%
Lucifer-1971 (Rank 24)2026/09/13440100.0%
tokyo_dept (Rank 26)2026/09/1331233.3%
김코난 (Rank 26)2026/09/1332166.7%
GWO (Rank 24)2026/09/1332166.7%
omuretukun (Rank 23)2026/09/1375271.4%
はれんちぶるどっく (Rank 22)2026/09/0664266.7%
G.S (Rank 21)2026/09/06330100.0%
mahoro315 (Rank 25)2026/08/3132166.7%
天道酬勤 (Rank 21)2026/08/3031233.3%
K (Rank 21)2026/08/3032166.7%
hige_EMO (Rank 25)2026/08/3031233.3%
GOGO_Yasuo (Rank 21)2026/08/293030.0%
Mr_dealer21 (Rank 16)2026/08/26330100.0%
minato (Rank 21)2026/08/2431233.3%

Round openings

Every character

crouch dash back into Kaisei Tento1P+K14711.7%
forward movement into punchP1078.5%
offensive move into evade up1068.4%
offensive move into Fujinkyaku2K796.3%
Souryu Shukkai43P+K554.4%
forward movement into Sayu ShoukenPP524.1%
punchP403.2%
offensive move352.8%
punchP into Sayu ShoukenPP352.8%
crouch into Bunkyaku3K302.4%
crouch dash back into evade down252.0%
Soushou2P+K into Haishin Chugeki2P+KP231.8%
backdash into guardG211.7%
evade down into Kaisei Tento1P+K201.6%
Kyuho Soufuken46P+K191.5%

167 further openings account for the other 467 rounds.

Counted from 311 of the 317 matches played. The rest were not pulled for openings.

Lei Fei

Career
256–262 · 49.4%
This season
295 matches · 46.8%
Peak rank
25

First hit in 55.9% of 1,164 rounds. Won 49.3% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 24.9% of rounds, against 10.9% in their other rounds.
  • Against Pai: evades first in 17.1% of rounds, against 3.3% against everyone else.
  • After opening the round before by backing off: backs off first in 38.2% of rounds, against 24.3% after anything else.
  • In round 1: opens with “forward movement into P punch” in 14.5% of rounds, against 7.3% in their other rounds.
  • Against Akira: opens with “offensive move into evade up” in 17.4% of rounds, against 7.1% against everyone else.
  • After opening the round before with “crouch dash back into 1P+K Kaisei Tento”: opens with “crouch dash back into 1P+K Kaisei Tento” in 27.4% of rounds, against 10.6% after anything else.
  • After losing a round: opens with “forward movement into P punch” in 9.7% of rounds, against 4.8% after winning one.

How is this tested?

crouch dash back into Kaisei Tento1P+K14712.6%
forward movement into punchP1069.1%
offensive move into evade up1069.1%
offensive move into Fujinkyaku2K796.8%
Souryu Shukkai43P+K554.7%
forward movement into Sayu ShoukenPP524.5%
punchP393.3%
offensive move353.0%
punchP into Sayu ShoukenPP353.0%
crouch into Bunkyaku3K302.6%
Soushou2P+K into Haishin Chugeki2P+KP232.0%
crouch dash back into evade down232.0%
backdash into guardG211.8%
evade down into Kaisei Tento1P+K201.7%
Kyuho Soufuken46P+K191.6%

132 further openings account for the other 376 rounds.

Counted from 289 of the 295 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira19–9 · 68%9–13 · 41%too few to test
Wolf8–14 · 36%4–5 · 44%too few to test
Jacky8–7 · 53%2–2 · 50%too few to test
Aoi5–7 · 42%3–3 · 50%too few to test
Lion7–7 · 50%3–1 · 75%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.

6 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Akira

Career
97–150 · 39.3%
This season
22 matches · 40.9%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jouho Senshou46P1515.8%
Chouyoushu1P99.5%
crouch dash back into Chouyoushu1P77.4%
Koboku214P66.3%
Rimon Chouchu66P into Jouho Touken6P44.2%
backward movement into Jouho Touken6P44.2%
forward dash into Jouho Touken6P44.2%
backdash into Jouho Senshou46P22.1%
backdash into throwP+G22.1%
crouch dash back22.1%
crouch dash back into Koboku214P22.1%
crouch dash back into evade down22.1%
evade down into Chouyoushu1P22.1%
evade up into guardG22.1%
guardG into Koboku214P22.1%

30 further openings account for the other 30 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 (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: 7 of 15 tests hold up
  • Akira: not tested (too few rounds)