VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

kabe914435

  • Jacky
  • Pai
Career matches1,339
Career win rate58.0%
Round win rate49.5%
Peak rank33
Distinct opponents77
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1631 #1,151 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 Fei3391652339357.1%
Pai332341449061.5%
Jacky301891098057.7%

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

882 of 882 rounds counted

8.7 inputs a second (521 a minute) this season. Faster than 82% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei8.9535544
Jacky8.3497232
Pai8.3501106

By opponent's character

Akira8.9536177
Jacky8.7523109
Sarah8.752276
El Blaze8.651563
Goh8.550962
Jean8.752465
Aoi8.551051
Wolf8.148754
Shun9.053943
Kage8.852940
Vanessa8.248938
Lau9.154630
Lion8.148625
Jeffry8.852519
Pai8.550914
Brad9.959213
Lei Fei7.94763

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

Akira43251858.1%+3.7
Jacky27131448.1%+0.6
Sarah1971236.8%-14.8
El Blaze1761135.3%-14.3
Goh167943.8%-6.7
Jean157846.7%-12.5
Aoi138561.5%+7.4
Wolf1210283.3%+25.4
Shun117463.6%+9.5
Kage104640.0%-6.6
Vanessa97277.8%+21.1
Lau74357.1%+2.2
Lion63350.0%+5.5
Jeffry42250.0%-6.5
Pai41325.0%-24.6
Brad32166.7%+21.0
Lei Fei110100.0%+31.7

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

Full Fence28171160.7%+9.5
Half Fence28161257.1%+6.2
Rectangle2581732.0%-20.2
Open22111150.0%-5.7
Low Fence2014670.0%+14.6
Breakable Half Fence1971236.8%-9.6
Breakable Full Fence1810855.6%-2.6
Single Wall178947.1%-3.0
Octagon158753.3%+2.2
Full Fence and Open136746.1%-10.3

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13349.6%51.5%-1.8
No walls5955.9%54.1%+1.8

Walls against open: -3.6 points (95% range -18.7 to +11.4), p 0.636 — 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

candygaly11 (Rank 36)2026/09/2241325.0%
ぴょろすぽ (Rank 32)2026/09/1343175.0%
Light (Rank 34)2026/09/1332166.7%
KillBill (Rank 32)2026/09/1384450.0%
LEO (Rank 36)2026/09/13113827.3%
ふぇに (Rank 36)2026/09/1386275.0%
かげちよ (Rank 30)2026/09/1331233.3%
BigBoin (Rank 35)2026/08/2332166.7%
テクノモデル (Rank 33)2026/08/2332166.7%
Wonda15426 (Rank 27)2026/08/2332166.7%
pallmtree (Rank 30)2026/08/2374357.1%
こて (Rank 28)2026/08/0332166.7%
躑躅 (Rank 35)2026/08/0374357.1%
漂泊の民回線ジプシー (Rank 34)2026/08/0362433.3%
鳶飛戾天,魚躍於淵 (Rank 25)2026/07/2764266.7%
え~る (Rank 29)2026/07/2743175.0%
フェイス (Rank 34)2026/07/2774357.1%
失礼!スマッシュ☆彡 (Rank 25)2026/07/2632166.7%
プリおじ (Rank 33)2026/07/2651420.0%
メスゴリラ (Rank 26)2026/07/2632166.7%
ぬっき~@ (Rank 34)2026/07/2662433.3%
hikabun (Rank 34)2026/07/263030.0%
BONZE_ADVENTURE (Rank 34)2026/07/2673442.9%
嫌いな上司に神威 (Rank 33)2026/07/2632166.7%
bonbon (Rank 34)2026/07/0531233.3%

Round openings

Every character

crouch into evade up9410.7%
crouch into Bunkyaku3K637.1%
forward dash into evade up495.6%
guardG into evade up313.5%
Dash Hammer Kick66K into High Angle Upper Kick6K252.8%
Senpukyaku66K+G242.7%
offensive move into Zensoutai2K+G232.6%
backdash into Chinheki4P+K182.0%
evade down into evade up182.0%
crouch into Fukusoushou2P171.9%
offensive move161.8%
forward movement into punchP151.7%
Hi'en Tankyaku9K141.6%
crouch dash forward into guardG131.5%
crouch into guardG121.4%

202 further openings account for the other 450 rounds.

Lei Fei

Career
523–393 · 57.1%
This season
135 matches · 51.1%
Peak rank
33

First hit in 45.8% of 541 rounds. Won 52.8% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 35.9% of rounds, against 19.2% in their other rounds.
  • Against Jacky: waits first in 51.5% of rounds, against 40.6% against everyone else.
  • After losing a round: waits first in 59.0% of rounds, against 27.3% after winning one.
  • When behind: waits first in 63.0% of rounds, against 32.4% when ahead or level.
  • In round 1: opens with “crouch into 3K Bunkyaku” in 19.3% of rounds, against 9.0% in their other rounds.
  • Against Jacky: opens with “crouch into 3K Bunkyaku” in 26.2% of rounds, against 8.2% against everyone else.
  • On Full Fence stages: opens with “crouch into 3K Bunkyaku” in 20.2% of rounds, against 9.4% on the other stages.
  • After losing a round: opens with “crouch into evade up” in 23.3% of rounds, against 2.0% after winning one.
  • When behind: opens with “crouch into evade up” in 26.0% of rounds, against 5.8% when ahead or level.

How is this tested?

crouch into Bunkyaku3K6311.6%
crouch into evade up5810.7%
Senpukyaku66K+G244.4%
forward dash into evade up244.4%
offensive move into Zensoutai2K+G234.2%
guardG into evade up213.9%
backdash into Chinheki4P+K183.3%
crouch into Fukusoushou2P173.1%
offensive move162.9%
backdash into offensive move112.0%
crouch dash forward into guardG112.0%
crouch into guardG112.0%
evade down into evade up101.8%
offensive move into crouch101.8%
evade down into guardG91.6%

110 further openings account for the other 218 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky10–7 · 59%3–4 · 43%too few to test
Akira6–3 · 67%5–4 · 56%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?

Jacky

Career
109–80 · 57.7%
This season
55 matches · 56.4%
Peak rank
30

First hit in 37.1% of 232 rounds. Won 58.1% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K into High Angle Upper Kick6K2510.8%
crouch into evade up239.9%
forward dash into evade up198.2%
backdash into Middle Spin Kick46K+G114.7%
Double Dragon9K into kickK83.5%
forward dash into throwP+G83.5%
crouch into Low Spin Kick1K+G73.0%
forward movement into punchP73.0%
guardG into evade up62.6%
backdash into evade up52.2%
crouch into Squat Straight2P52.2%
evade down into evade up52.2%
forward movement into Jab StraightPP52.2%
Slide Shuffle (Deflect)4P+K+G into crouch31.3%
evade down into Double Dragon9K31.3%

72 further openings account for the other 92 rounds.

Pai

Career
144–90 · 61.5%
This season
27 matches · 51.9%
Peak rank
33

First hit in 38.7% of 106 rounds. Won 58.5% of the rounds they struck first, 38.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hi'en Tankyaku9K1413.2%
crouch into evade up1312.3%
Hi'en Tenshi2P+K into Tenshi Katsumentai Haishin2P+KK1110.4%
Ensei Haijinkyaku7K+G98.5%
forward dash into evade up65.7%
guardG into evade up43.8%
backdash into evade up32.8%
crouch into Renka Sentai2KK32.8%
evade down into evade up32.8%
crouch into down-back kick1K21.9%
guardG into Hi'en Tankyaku9K21.9%
guardG into throwP+G21.9%
Ensei Haikyaku4K10.9%
Hansenpu44K into Touku Kouhaikyaku44KK10.9%
Meishouho4P+K+G into Ensei SenpukyakuK+G10.9%

31 further openings account for the other 31 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: 9 of 15 tests hold up
  • Jacky: not tested (too few rounds)
  • Pai: not tested (too few rounds)