VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lei Fei

金獅子

  • Jeffry
Career matches12,664
Career win rate51.9%
Round win rate50.9%
Peak rank43
Distinct opponents224
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1888 #161 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 Fei4312,6016,5376,06451.9%
Jeffry3263293446.0%

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

1,827 of 3,353 rounds counted

8.3 inputs a second (497 a minute) this season. Faster than 76% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei8.34971,827

By opponent's character

Lau8.2494215
Akira8.6514190
Jacky8.7519123
Lei Fei8.249255
Kage8.3500111
El Blaze8.2495109
Brad8.1484114
Shun8.350068
Vanessa7.746297
Sarah8.1487130
Lion8.3496101
Wolf8.450279
Aoi8.550899
Eileen8.148384
Goh8.450170
Jeffry8.551056
Pai8.349646
Jean8.551241
Taka8.148427
Dural8.249112

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

Lau82483458.5%+9.6
Akira78374147.4%-4.0
Jacky70393155.7%+3.1
Lei Fei69353450.7%+5.6
Kage57233440.4%-11.7
El Blaze48232547.9%-1.2
Brad45271860.0%+9.7
Shun45242153.3%-1.3
Vanessa42202247.6%-7.0
Sarah41271465.8%+12.3
Lion39221756.4%+5.5
Wolf36171947.2%-9.1
Aoi34181652.9%+3.2
Eileen31171454.8%+1.9
Goh28181064.3%+3.3
Jeffry26121446.1%-10.9
Pai24111345.8%-12.0
Jean2091145.0%-10.3
Taka95455.6%+2.9
Dural5050.0%-53.8

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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

Half Fence104525250.0%-3.5
Open94464848.9%-3.2
Low Fence90484253.3%+0.1
Single Wall86513559.3%+7.0
Octagon84444052.4%-1.5
Full Fence79423753.2%+3.4
Breakable Half Fence74363848.6%-5.5
Rectangle67323547.8%-3.1
Breakable Full Fence62352756.5%+6.9
Full Fence and Open49262353.1%+1.8

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
Walls47051.3%52.0%-0.7
No walls27053.7%52.7%+1.0

Walls against open: -1.8 points (95% range -9.1 to +5.5), p 0.632 — 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

ス~パ~オヤツマ~ン (Rank 42)2026/10/1698188.9%
『ρε』.α (Rank 41)2026/10/16115645.5%
jinmenusagi (Rank 42)2026/10/16105550.0%
空き缶。 (Rank 42)2026/10/15114736.4%
堂島様 (Rank 43)2026/10/1435142140.0%
めがじぇね (Rank 42)2026/10/13113827.3%
たまつばき (Rank 40)2026/10/13138561.5%
ハッチンパモス (Rank 41)2026/10/13127558.3%
再戦感謝です (Rank 39)2026/10/0995455.6%
自作マニア@むめい。 (Rank 39)2026/10/091510566.7%
エンたん (Rank 43)2026/10/0871614.3%
ハマラウ (Rank 42)2026/10/06126650.0%
カルティカ (Rank 41)2026/10/0697277.8%
ケツバッターA (Rank 39)2026/10/0686275.0%
<ㅑㅇ~<ㅑㅇ~<ㅑJ (Rank 41)2026/10/0682625.0%
せろり☆ (Rank 43)2026/09/291321115.4%
藪からBOY (Rank 42)2026/09/18116554.5%
こまがわ (Rank 39)2026/09/0886275.0%
okinawa_39 (Rank 40)2026/09/0873442.9%
おさげ (Rank 43)2026/09/0372528.6%
いくお (Rank 43)2026/08/23126650.0%
manatsu_7 (Rank 42)2026/08/22124833.3%
こんにちわアキラ (Rank 41)2026/08/22115645.5%
Aki (Rank 41)2026/08/1872528.6%
MasaRED-ninten (Rank 38)2026/05/1074357.1%

Round openings

Every character

backdash into evade down2649.4%
offensive move1997.1%
backdash into Shatenshou33P1716.1%
Fukusoushou2P1595.7%
Shatenshou33P1254.5%
backdash into offensive move893.2%
backdash into evade up873.1%
guardG into evade down853.0%
punchP732.6%
punchP into Kakushu Suigeki6P672.4%
punchP into Gaiken6P+K602.1%
backdash into throwP+G582.1%
Fukusoushou2P into Kakushu Suigeki6P481.7%
punchP into Sayu ShoukenPP441.6%
evade up into crouch dash forward421.5%

253 further openings account for the other 1,240 rounds.

Counted from 691 of the 829 matches played. The rest were not pulled for openings.

Lei Fei

Career
6,537–6,064 · 51.9%
This season
816 matches · 52.3%
Peak rank
43

First hit in 56.9% of 2,740 rounds. Won 52.2% of the rounds they struck first, 47.5% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 6.0% of rounds, against 2.4% in their other rounds.
  • Against El Blaze: attacks straight away in 70.1% of rounds, against 42.5% against everyone else.
  • After opening the round before by moving in: moves in first in 10.4% of rounds, against 2.0% after anything else.
  • In round 4 or later: opens with “offensive move” in 10.1% of rounds, against 6.2% in their other rounds.
  • Against Jacky: opens with “backdash into 33P Shatenshou” in 11.4% of rounds, against 5.7% against everyone else.
  • After winning a round: opens with “backdash into 33P Shatenshou” in 9.0% of rounds, against 4.1% after losing one.
  • When ahead: opens with “33P Shatenshou” in 7.2% of rounds, against 2.4% when level or behind.

How is this tested?

backdash into evade down2569.3%
offensive move1997.2%
backdash into Shatenshou33P1716.2%
Fukusoushou2P1595.8%
Shatenshou33P1254.5%
backdash into offensive move893.2%
backdash into evade up873.2%
guardG into evade down843.0%
punchP712.6%
punchP into Kakushu Suigeki6P672.4%
punchP into Gaiken6P+K602.2%
backdash into throwP+G552.0%
Fukusoushou2P into Kakushu Suigeki6P481.7%
punchP into Sayu ShoukenPP441.6%
evade up into crouch dash forward421.5%

237 further openings account for the other 1,200 rounds.

Counted from 678 of the 816 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
Lau25–13 · 66%12–10 · 55%too few to test
Jacky16–13 · 55%16–10 · 62%too few to test
Lei Fei16–24 · 40%9–8 · 53%too few to test
Akira18–17 · 51%8–8 · 50%too few to test
Kage12–13 · 48%10–13 · 43%too few to test
El Blaze12–12 · 50%6–8 · 43%too few to test
Sarah17–9 · 65%3–3 · 50%too few to test
Vanessa7–11 · 39%10–9 · 53%too few to test
Brad11–9 · 55%5–5 · 50%too few to test
Aoi5–7 · 42%10–4 · 71%too few to test
Shun11–13 · 46%2–2 · 50%too few to test
Lion11–9 · 55%5–5 · 50%too few to test
Wolf5–9 · 36%6–3 · 67%too few to test
Eileen8–5 · 62%6–3 · 67%too few to test
Goh3–5 · 38%6–5 · 55%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.

138 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?

Jeffry

Career
29–34 · 46.0%
This season
13 matches · 38.5%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down814.8%
punchP into Double KnucklePP814.8%
backdash into Full Swing Upper33P611.1%
Low Knuckle2P47.4%
backdash into punchP35.6%
backdash into throwP+G35.6%
backdash into Hell Claw236P23.7%
backdash into guardG23.7%
punchP23.7%
punchP into Elbow Butt6P23.7%
Body CrushP+K11.9%
Dash Elbow66P into punchP11.9%
Knee Push4K into Knee Push Wild Hook4KP11.9%
Low Knuckle2P into forward dash11.9%
backdash into Body CrushP+K11.9%

9 further openings account for the other 9 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 (16 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 16 tests hold up
  • Jeffry: not tested (too few rounds)