VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lei Fei

Ramenion

Career matches666
Career win rate46.2%
Round win rate45.3%
Peak rank23
Distinct opponents65
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1210 #3,415 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 Fei2366630835846.2%

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

1,080 of 1,081 rounds counted

8.7 inputs a second (520 a minute) this season. Faster than 82% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei8.75201,080

By opponent's character

Brad8.4502192
Akira8.6516156
Jacky8.9536127
Goh9.2553115
Pai8.651887
Wolf8.953663
Vanessa7.947256
Kage8.953246
Shun8.349848
Taka8.550840
Jean8.752432
Jeffry8.651728
Lau8.852620
Sarah9.053923
Eileen8.450213
Lion9.154318
Aoi9.55728
Dural9.45625
Lei Fei9.95973

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

Brad51292256.9%+10.5
Akira37211656.8%+10.6
Jacky32151746.9%+19.1
Goh2982127.6%-16.9
Pai22101245.5%+5.8
Wolf1431121.4%-28.8
Vanessa137653.9%+10.5
Kage125741.7%+7.3
Shun123925.0%-19.6
Taka111109.1%-34.5
Jean83537.5%-6.4
Jeffry72528.6%-24.3
Lau53260.0%+12.5
Sarah51420.0%-12.1
Eileen4040.0%-27.5
Lion42250.0%-16.3
Aoi220100.0%+63.7
Dural1010.0%-41.2
Lei Fei110100.0%+64.6

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

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 Fence38132534.2%-9.7
Rectangle31131841.9%-8.8
Half Fence28121642.9%+0.7
Octagon25111444.0%-3.6
Open2451920.8%-17.9
Full Fence and Open23121152.2%+3.5
Breakable Full Fence22101245.5%+6.7
Breakable Half Fence22121054.5%+12.3
Low Fence22121054.5%+9.4
Single Wall1910952.6%+19.1

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16642.8%44.2%-1.5
No walls6541.5%39.4%+2.1

Walls against open: -3.5 points (95% range -19.5 to +12.4), p 0.663 — 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

TheXzam7705 (Rank 21)2415962.5%
thedriver (Rank 21)24141058.3%
WSY_Kish (Rank 13)141137.1%
Jofs (Rank 23)135838.5%
LumpingCaptain (Rank 22)105550.0%
dawstheboss2643 (Rank 16)96366.7%
OG_Gmr85 (Rank 21)71614.3%
KDQlAssassin (Rank 24)6060.0%
SynfulWxys (Rank 1)660100.0%
a843CHADWiCK (Rank 15)6060.0%
xHanumanJix (Rank 24)62433.3%
COOKIE1264 (Rank 19)52340.0%
EternaLLogos (Rank 11)54180.0%
Shoutouttoglogang (Rank 11)54180.0%
evoyd (Rank 24)53260.0%
onuelito (Rank 34)5050.0%
Blizzo_Finessing (Rank 23)42250.0%
Catfish (Rank 21)42250.0%
Heroth-Senpai (Rank 20)41325.0%
JLeo (Rank 21)42250.0%
THEWEIAND (Rank 26)4040.0%
h7aven11 (Rank 17)43175.0%
johncha (Rank 22)42250.0%
relentlessBEEF (Rank 17)42250.0%
xChimerax (Rank 32)41325.0%

Most played opponents, most recent first

THEWEIAND (Rank 26)2026/07/234040.0%
xChimerax (Rank 32)2026/07/2341325.0%
COOKIE1264 (Rank 19)2026/07/2352340.0%
OG_Gmr85 (Rank 21)2026/07/2371614.3%
relentlessBEEF (Rank 17)2026/07/2342250.0%
Jofs (Rank 23)2026/07/20135838.5%
evoyd (Rank 24)2026/07/2053260.0%
TheXzam7705 (Rank 21)2026/07/202415962.5%
Blizzo_Finessing (Rank 23)2026/07/1942250.0%
thedriver (Rank 21)2026/07/1724141058.3%
Heroth-Senpai (Rank 20)2026/07/1741325.0%
Catfish (Rank 21)2026/07/1442250.0%
SynfulWxys (Rank 1)2026/07/12660100.0%
KDQlAssassin (Rank 24)2026/07/126060.0%
johncha (Rank 22)2026/07/0642250.0%
xHanumanJix (Rank 24)2026/07/0662433.3%
LumpingCaptain (Rank 22)2026/07/06105550.0%
h7aven11 (Rank 17)2026/07/0543175.0%
JLeo (Rank 21)2026/07/0442250.0%
onuelito (Rank 34)2026/07/045050.0%
dawstheboss2643 (Rank 16)2026/07/0396366.7%
a843CHADWiCK (Rank 15)2026/06/296060.0%
EternaLLogos (Rank 11)2026/06/2954180.0%
Shoutouttoglogang (Rank 11)2026/06/2954180.0%
WSY_Kish (Rank 13)2026/06/29141137.1%

Round openings

Lei Fei

Career
308–358 · 46.2%
This season
270 matches · 43.0%
Peak rank
23

First hit in 55.8% of 1,072 rounds. Won 50.0% of the rounds they struck first, 39.5% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 16.5% of rounds, against 10.1% in their other rounds.
  • After opening the round before by waiting: waits first in 20.3% of rounds, against 5.5% after anything else.

How is this tested?

backdash into Kaisei Tento1P+K968.8%
backdash into guardG696.3%
backdash534.9%
backdash into backward movement444.0%
evade up into backdash393.6%
backdash into offensive move353.2%
backdash into Souryu Shukkai43P+K282.6%
backdash into Dantai4K272.5%
no input262.4%
backdash into Kyuho Soufuken46P+K252.3%
backdash into evade down232.1%
offensive move232.1%
punchP into Sayu ShoukenPP222.0%
guardG211.9%
backdash into kickK201.8%

167 further openings account for the other 536 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Brad19–13 · 59%4–7 · 36%too few to test
Akira9–7 · 56%8–5 · 62%too few to test
Jacky6–8 · 43%7–4 · 64%too few to test
Goh6–17 · 26%2–3 · 40%too few to test
Pai6–8 · 43%2–2 · 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.

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: 2 of 15 tests hold up