VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

yajiron0621

Career matches1,857
Career win rate52.3%
Round win rate50.4%
Peak rank33
Distinct opponents88
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1620 #1,220 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 Fei331,85797188652.3%

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

448 of 826 rounds counted

6.8 inputs a second (411 a minute) this season. Faster than 41% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei6.8411448

By opponent's character

Akira6.438543
Shun6.941270
Brad7.041862
Jeffry7.243432
Jacky6.840834
Wolf6.840632
Goh7.142437
El Blaze6.337723
Jean6.840914
Kage7.645810
Lion6.740411
Aoi7.042214
Lau7.44449
Sarah6.538827
Lei Fei7.24295
Vanessa6.740122
Eileen6.43863

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

Akira30141646.7%-1.6
Shun2291340.9%-7.5
Brad1991047.4%-3.7
Jeffry179852.9%+5.8
Jacky158753.3%+4.0
Wolf158753.3%-0.9
Goh117463.6%+19.5
Pai107370.0%-0.6
El Blaze93633.3%-14.0
Jean86275.0%+25.4
Kage86275.0%+18.3
Lion83537.5%-9.7
Aoi75271.4%+17.1
Lau72528.6%-31.3
Sarah71614.3%-26.0
Lei Fei64266.7%+19.1
Vanessa51420.0%-28.5
Dural21150.0%+20.8
Eileen110100.0%+38.7

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

Open34181652.9%+3.6
Breakable Half Fence28161257.1%+1.7
Rectangle26131350.0%-1.7
Half Fence2214863.6%+18.1
Octagon1761135.3%-12.7
Breakable Full Fence1651131.2%-15.4
Low Fence167943.8%-5.9
Single Wall168850.0%+2.6
Full Fence135838.5%-9.6
Full Fence and Open126650.0%-0.5

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls12248.4%49.9%-1.5
No walls6650.0%49.2%+0.8

Walls against open: -2.3 points (95% range -17.0 to +12.4), p 0.755 — 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

basic (Rank 30)2026/10/1654180.0%
Hi:D (Rank 35)2026/10/0351420.0%
REDdog.狂犬 (Rank 34)2026/10/0331233.3%
インド人を右に (Rank 33)2026/09/1472528.6%
りゅうのすけ (Rank 32)2026/09/1353260.0%
佐藤です (Rank 34)2026/09/0241325.0%
Takii (Rank 35)2026/08/2231233.3%
jiwoonpk (Rank 32)2026/08/2242250.0%
HoAssYoAss (Rank 31)2026/08/2132166.7%
nanami.madogiwa (Rank 34)2026/08/1832166.7%
Evolution.K (Rank 29)2026/08/0263350.0%
のみ (Rank 34)2026/07/28330100.0%
俺様バーンズ (Rank 35)2026/07/2632166.7%
マッスルエリート (Rank 34)2026/06/0941325.0%
大谷 小平 (Rank 33)2026/05/3032166.7%
ヘニオ (Rank 32)2026/05/293030.0%
SAMCHAY® (Rank 30)2026/05/1831233.3%
AcidNine-JPN (Rank 27)2026/05/1531233.3%
伍の人 (Rank 28)2026/04/21440100.0%
NORESPECT (Rank 30)2026/04/1943175.0%
ロデム (Rank 28)2026/04/1054180.0%
さばみそ (Rank 28)2026/04/1063350.0%
乃木ぽん (Rank 27)2026/04/0932166.7%
Oo-Mujirushi-oO (Rank 30)2026/04/0452340.0%
Nat2U (Rank 18)2026/04/03440100.0%

Round openings

Lei Fei

Career
971–886 · 52.3%
This season
207 matches · 50.2%
Peak rank
33

First hit in 52.0% of 807 rounds. Won 50.2% of the rounds they struck first, 50.4% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 46.1% of rounds, against 30.2% in their other rounds.
  • In round 2: opens with “backdash into 1P+K Kaisei Tento” in 40.7% of rounds, against 20.4% in their other rounds.
  • After opening the round before with “K+G Sokutankyaku into K+GP Shishi Daichoukou”: opens with “backdash into 1P+K Kaisei Tento” in 54.4% of rounds, against 21.8% after anything else.

How is this tested?

backdash into Kaisei Tento1P+K20725.5%
SokutankyakuK+G into Shishi DaichoukouK+GP17721.8%
backdash into evade down9511.7%
backdash into offensive move577.0%
backdash into Hai Shiki2P+K+G283.4%
backdash into Kakushu Suigeki6P283.4%
Toushou66P263.2%
offensive move253.1%
forward movement into punchP222.7%
backdash into Kyuho Soufuken46P+K212.6%
Souryu Shukkai43P+K121.5%
backdash into throwP+G111.4%
backdash into Soushou2P+K81.0%
backdash into Toushou66P81.0%
punchP into forward dash60.7%

50 further openings account for the other 82 rounds.

Counted from 204 of the 207 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
Akira7–8 · 47%5–6 · 45%too few to test
Shun5–9 · 36%3–2 · 60%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.

3 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 (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: 3 of 15 tests hold up