VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

mikurena

Career matches6,770
Career win rate48.4%
Round win rate46.6%
Peak rank33
Distinct opponents197
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1491 #2,081 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 Fei336,7703,2783,49248.4%

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

2,139 of 2,476 rounds counted

6.9 inputs a second (413 a minute) this season. Faster than 42% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei6.94132,139

By opponent's character

Akira6.9415290
Shun7.0418172
Wolf7.2433186
Lion7.0418161
Jean6.6398172
Sarah6.7403172
Jacky6.8410146
Jeffry7.1426118
Brad6.8410133
Goh6.9413147
Lau7.0420106
El Blaze6.941392
Aoi6.841138
Kage6.438653
Pai7.243051
Lei Fei6.035828
Taka7.343631
Vanessa6.136929
Eileen6.840512
Dural6.84062

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

Akira79394049.4%+7.2
Shun56302653.6%+11.9
Wolf55173830.9%-10.0
Lion49113822.4%-21.3
Jean48163233.3%-9.4
Sarah44212347.7%+1.2
Jacky43152834.9%-1.4
Jeffry40152537.5%+0.2
Brad36142238.9%-3.5
Goh36201655.6%+13.8
Lau29101934.5%-5.3
El Blaze26141253.9%+10.4
Aoi178947.1%+6.6
Kage1711664.7%+21.6
Pai1551033.3%-11.7
Lei Fei74357.1%+13.5
Taka74357.1%+7.3
Vanessa73442.9%-4.8
Eileen31233.3%-19.6
Dural1010.0%-30.0

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.

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

Single Wall76354146.0%+3.0
Low Fence69363352.2%+11.4
Breakable Half Fence68343450.0%+6.2
Breakable Full Fence62323051.6%+9.8
Half Fence61322952.5%+11.6
Octagon58193932.8%-9.8
Rectangle57183931.6%-9.8
Open54144025.9%-13.9
Full Fence46172937.0%-5.3
Full Fence and Open30121840.0%-1.6

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
Walls35243.2%42.3%+0.9
No walls19942.7%41.7%+1.1

Walls against open: -0.2 points (95% range -9.5 to +9.2), p 0.972 — 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

aona (Rank 34)2026/10/1851420.0%
juste (Rank 31)2026/10/18102820.0%
下P撃ち過ぎですか!? (Rank 28)2026/10/0875271.4%
ぬっき~@ (Rank 34)2026/10/0681712.5%
ルドルフ (Rank 32)2026/10/0663350.0%
tamaneen (Rank 29)2026/10/041871138.9%
BANANA (Rank 30)2026/09/2985362.5%
yas_md (Rank 33)2026/09/2765183.3%
浅川サナタ@ようつべ (Rank 32)2026/09/2462433.3%
NORESPECT (Rank 31)2026/09/226060.0%
どろパイ (Rank 29)2026/09/2273442.9%
獣王(設定2) (Rank 30)2026/09/1754180.0%
LEO (Rank 31)2026/09/1583537.5%
え~る (Rank 27)2026/09/12136746.1%
ふぇに (Rank 33)2026/09/12103730.0%
nanami.madogiwa (Rank 30)2026/09/1164266.7%
さみぃ_ANTARES (Rank 34)2026/09/11115645.5%
orz (Rank 29)2026/09/0663350.0%
のみ (Rank 35)2026/09/0481712.5%
delicioso (Rank 33)2026/08/3184450.0%
fwnd1396 (Rank 32)2026/08/0493633.3%
漂泊の民回線ジプシー (Rank 34)2026/07/3093633.3%
allgonnaworkout (Rank 27)2026/07/2665183.3%
HIROCHILL (Rank 29)2026/07/26125741.7%
XiaoMing.SH (Rank 27)2026/07/2065183.3%

Round openings

Lei Fei

Career
3,278–3,492 · 48.4%
This season
615 matches · 42.0%
Peak rank
33

First hit in 51.7% of 2,375 rounds. Won 49.3% of the rounds they struck first, 43.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 23.5% of rounds, against 10.8% in their other rounds.
  • Against Jacky: waits first in 33.0% of rounds, against 12.5% against everyone else.
  • On Single Wall stages: waits first in 18.9% of rounds, against 13.1% on the other stages.
  • After opening the round before by waiting: waits first in 16.7% of rounds, against 9.8% after anything else.
  • After losing a round: attacks straight away in 61.0% of rounds, against 40.4% after winning one.
  • When behind: attacks straight away in 61.6% of rounds, against 44.8% when ahead or level.
  • In round 1: opens with “G guard into evade down” in 9.0% of rounds, against 4.2% in their other rounds.
  • Against Jacky: opens with “G guard into evade down” in 17.0% of rounds, against 4.4% against everyone else.
  • After winning a round: opens with “G guard into evade down” in 6.5% of rounds, against 2.0% after losing one.
  • When behind: opens with “K+G Sokutankyaku into K+GP Shishi Daichoukou” in 7.0% of rounds, against 3.2% when ahead or level.

How is this tested?

Niki Bunkyaku9K1978.2%
offensive move1817.6%
guardG into evade down1285.4%
SokutankyakuK+G into Shishi DaichoukouK+GP1034.3%
backdash into Chinheki4P+K1034.3%
evade up964.0%
Zaban Hekishou66P+K into Gaiken6P+K933.9%
evade up into Niki Bunkyaku9K873.6%
backdash into offensive move773.2%
Toushou66P into Kakushu Suirengeki6PP552.3%
crouch into Fukusoushou2P532.2%
evade up into guardG512.1%
backdash into Kaisei Tento1P+K502.1%
offensive move into Kinkei DokuritsuP+K502.1%
backdash into Hai Shiki2P+K+G411.7%

208 further openings account for the other 1,024 rounds.

Counted from 591 of the 615 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
Akira19–18 · 51%16–12 · 57%too few to test
Shun16–16 · 50%9–9 · 50%too few to test
Wolf7–18 · 28%6–9 · 40%too few to test
Jean13–19 · 41%3–10 · 23%too few to test
Lion9–24 · 27%1–5 · 17%too few to test
Sarah15–13 · 54%6–8 · 43%too few to test
Jacky8–15 · 35%6–9 · 40%too few to test
Jeffry10–16 · 38%2–6 · 25%too few to test
Goh12–4 · 75%8–10 · 44%too few to test
Brad7–11 · 39%7–9 · 44%too few to test
Lau5–10 · 33%3–5 · 38%too few to test
El Blaze8–7 · 53%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.

24 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?

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: 10 of 18 tests hold up