VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

a-week-away

Career matches2,557
Career win rate50.1%
Round win rate50.1%
Peak rank29
Distinct opponents364
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1362 #2,866 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 Fei292,5571,2801,27750.1%

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

4,011 of 4,585 rounds counted

6.7 inputs a second (399 a minute) this season. Faster than 36% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei6.73994,011

By opponent's character

Akira6.7399366
Jacky6.7400360
Shun6.5389356
Wolf7.2433377
Sarah6.5388338
Kage6.3376255
Pai6.7403206
Aoi6.8409195
Goh6.7404244
Lau6.6393225
Lion6.7400214
Jeffry6.6398183
Vanessa6.941594
El Blaze6.7402119
Jean6.7403122
Brad6.5393117
Lei Fei6.3376119
Taka6.941447
Eileen6.538936
Dural6.438438

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

Akira114575750.0%+1.1
Jacky105515448.6%+2.2
Shun98514752.0%+0.7
Wolf95484750.5%-1.0
Sarah90385242.2%-10.1
Kage66323448.5%-3.6
Pai65283743.1%-3.9
Aoi63402363.5%+11.8
Goh63392461.9%+13.7
Lau63372658.7%+4.8
Lion63303347.6%-2.2
Jeffry57273047.4%-3.1
Vanessa40261465.0%+20.1
El Blaze33161748.5%-5.1
Jean3382524.2%-21.8
Brad32122037.5%-12.1
Lei Fei30161453.3%+3.1
Taka1331023.1%-20.2
Eileen116554.5%+1.1
Dural107370.0%+12.8

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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

Low Fence136766055.9%+5.6
Open123645952.0%+1.6
Rectangle121645752.9%+2.0
Single Wall117566147.9%-0.1
Breakable Full Fence115615453.0%+2.4
Breakable Half Fence108505846.3%-3.1
Full Fence106634359.4%+9.3
Octagon104485646.1%-0.8
Half Fence84414348.8%-3.8
Full Fence and Open59253442.4%-8.0

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls63851.3%50.2%+1.1
No walls37652.1%49.9%+2.2

Walls against open: -1.2 points (95% range -7.8 to +5.5), p 0.730 — 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

A56-7W (Rank 28)2026/10/1795455.6%
hahaha (Rank 28)2026/10/17117463.6%
たけし (Rank 27)2026/10/02127558.3%
なっちゃんねる (Rank 27)2026/09/291810855.6%
monky-d-taku (Rank 29)2026/09/0883537.5%
ace-heads69 (Rank 29)2026/09/02147750.0%
Shura1025 (Rank 32)2026/08/3082625.0%
Akishin-0313 (Rank 32)2026/08/2992722.2%
E-BB1 (Rank 26)2026/08/29106460.0%
ごちももも (Rank 32)2026/08/281961331.6%
しゅが~nsr (Rank 26)2026/08/28107370.0%
nanami.madogiwa (Rank 31)2026/08/2591811.1%
SICHIROUJI (Rank 26)2026/08/25103730.0%
gin-chaman (Rank 30)2026/08/191411378.6%
ShieldHolder (Rank 28)2026/08/188080.0%
銀 (Rank 28)2026/08/1895455.6%
SUTEKI-_-san (Rank 29)2026/08/05156940.0%
たか (Rank 30)2026/07/27134930.8%
melty01 (Rank 26)2026/07/2795455.6%
TARO___9 (Rank 26)2026/07/03107370.0%
xXsoul-childXx (Rank 28)2026/06/06113827.3%
banntya (Rank 27)2026/05/271411378.6%
taku5211 (Rank 21)2026/05/221916384.2%
Hosoccher (Rank 22)2026/05/21117463.6%
サーちゃん (Rank 22)2026/05/1995455.6%

Round openings

Lei Fei

Career
1,280–1,277 · 50.1%
This season
1,144 matches · 50.0%
Peak rank
29

First hit in 48.3% of 4,451 rounds. Won 53.5% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 33.6% of rounds, against 25.0% in their other rounds.
  • Against Jeffry: backs off first in 48.0% of rounds, against 26.0% against everyone else.
  • After opening the round before by backing off: backs off first in 31.3% of rounds, against 22.6% after anything else.
  • In round 1: opens with “crouch dash back into evade down” in 10.9% of rounds, against 6.1% in their other rounds.
  • Against Shun: opens with “offensive move” in 22.7% of rounds, against 12.1% against everyone else.
  • After opening the round before with “evade up into G guard”: opens with “evade up into G guard” in 13.4% of rounds, against 4.6% after anything else.

How is this tested?

offensive move58913.1%
crouch dash back into evade down3287.3%
Souryu Shukkai43P+K2184.9%
evade down into guardG2014.5%
evade up into guardG1964.4%
crouch dash back into offensive move1653.7%
Fukusoushou2P1583.5%
offensive move into evade down1573.5%
offensive move into Fujinkyaku2K1322.9%
backward movement into Katoken3P+K1112.5%
punchP into Kakushu Suirengeki6PP1112.5%
crouch dash back into Hai Shiki2P+K+G1032.3%
crouch dash back into guardG1032.3%
crouch dash back into Dokuritsu Shiki8P+K+G932.1%
Souhikyaku9K+G841.9%

265 further openings account for the other 1,737 rounds.

Counted from 1,116 of the 1,144 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
Akira35–29 · 55%21–18 · 54%+0.5
Shun26–24 · 52%23–17 · 58%-8.3
Jacky26–29 · 47%15–11 · 58%too few to test
Wolf30–21 · 59%11–16 · 41%too few to test
Sarah19–26 · 42%15–17 · 47%-12.8
Kage15–16 · 48%12–11 · 52%too few to test
Goh25–11 · 69%13–12 · 52%too few to test
Lau16–14 · 53%17–8 · 68%too few to test
Lion15–24 · 38%12–3 · 80%too few to test
Pai18–16 · 53%4–10 · 29%too few to test
Aoi23–12 · 66%12–7 · 63%too few to test
Jeffry16–14 · 53%9–12 · 43%too few to test
Vanessa19–9 · 68%7–3 · 70%too few to test
Brad9–6 · 60%3–11 · 21%too few to test
Jean6–16 · 27%1–2 · 33%too few to test
El Blaze9–13 · 41%5–3 · 62%too few to test
Lei Fei8–7 · 53%6–7 · 46%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

28 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: 6 of 18 tests hold up