VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Lau

BlackBeltSpartan

  • Taka
  • Wolf
Career matches3,758
Career win rate65.8%
Round win rate62.5%
Peak rank44
Distinct opponents57
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1834 #276 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

Lau441,8751,29258368.9%
Taka381,11170640563.5%
Wolf3676947229761.4%
Lion—21150.0%
Jeffry—110100.0%

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

450 of 605 rounds counted

5.5 inputs a second (327 a minute) this season. Faster than 7% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau5.4326240
Taka5.5331152
Wolf5.332158

By opponent's character

Lei Fei5.231584
Sarah5.633535
El Blaze5.332073
Shun5.835049
Pai6.035926
Jean5.332128
Lau5.432334
Lion5.432627
Goh5.532727
Jacky5.53329
Jeffry5.432420
Kage5.13048
Vanessa6.13663
Wolf6.13686
Akira5.130410
Aoi6.33776
Brad5.23125

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

Lei Fei29161355.2%-8.0
Sarah26141253.9%-10.5
El Blaze1861233.3%-13.5
Shun1412285.7%+8.5
Pai10100100.0%+11.3
Jean96366.7%-5.8
Lau97277.8%-9.6
Lion94544.4%-6.6
Goh87187.5%+12.2
Jacky770100.0%+13.2
Jeffry53260.0%-8.1
Kage440100.0%+32.6
Vanessa440100.0%+47.0
Wolf440100.0%+5.1
Akira32166.7%+13.0
Aoi220100.0%+2.8
Brad220100.0%+46.6

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

Single Wall2316769.6%-2.4
Rectangle2214863.6%+1.8
Breakable Half Fence1912763.2%-4.2
Low Fence1914573.7%-1.2
Open1912763.2%-10.7
Octagon1612475.0%+15.2
Breakable Full Fence149564.3%+1.7
Full Fence128466.7%-0.7
Half Fence117463.6%+2.9
Full Fence and Open64266.7%+0.8

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

With or without walls

StagesMatchesWin %Expectedvs expected
Walls9466.0%63.5%+2.4
No walls6168.9%72.9%-4.0

Walls against open: +6.5 points (95% range -7.6 to +20.5), p 0.366 — 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

BaebladeRIP (Rank 38)1651131.2%
DUCKSEASON (Rank 37)83537.5%
HARLEMKNIGHT116 (Rank 35)86275.0%
RareEntity (Rank 39)82625.0%
RentalAnimator (Rank 42)62433.3%
DEExTHAxGEE (Rank 40)53260.0%
VFNumbers (Rank 41)51420.0%
DJ_Clarknova (Rank 39)42250.0%
Kritikaly (Rank 12)440100.0%
mav2125 (Rank 13)440100.0%
throwbreak (Rank 22)440100.0%
ChilePiquín (Rank 33)32166.7%
Culex (Rank 23)32166.7%
DatDemo (Rank 26)32166.7%
Dhezz (Rank 35)32166.7%
Jason_Elbow (Rank 40)32166.7%
RushdownTurtle(RDT) (Rank 38)31233.3%
TerryIrvin (Rank 33)32166.7%
Twice-A-Day (Rank 36)32166.7%
Crashing_Blow2003 (Rank 28)21150.0%
Lightwing (Rank 41)220100.0%
Pikachu-01-2000 (Rank 12)220100.0%
Stunrunner78 (Rank 9)220100.0%
Takorreha (Rank 10)220100.0%
daRockReaper (Rank 38)21150.0%

Most played opponents, most recent first

HARLEMKNIGHT116 (Rank 35)2026/09/1686275.0%
DEExTHAxGEE (Rank 40)2026/09/1453260.0%
DUCKSEASON (Rank 37)2026/09/1483537.5%
Takorreha (Rank 10)2026/09/14220100.0%
DJ_Clarknova (Rank 39)2026/09/0242250.0%
DatDemo (Rank 26)2026/09/0232166.7%
daRockReaper (Rank 38)2026/09/0221150.0%
Jason_Elbow (Rank 40)2026/09/0232166.7%
Culex (Rank 23)2026/08/2932166.7%
Kritikaly (Rank 12)2026/08/29440100.0%
Pikachu-01-2000 (Rank 12)2026/08/29220100.0%
mav2125 (Rank 13)2026/08/29440100.0%
Stunrunner78 (Rank 9)2026/08/29220100.0%
Lightwing (Rank 41)2026/08/18220100.0%
RushdownTurtle(RDT) (Rank 38)2026/08/1831233.3%
RentalAnimator (Rank 42)2026/08/0462433.3%
Dhezz (Rank 35)2026/08/0432166.7%
TerryIrvin (Rank 33)2026/08/0432166.7%
Twice-A-Day (Rank 36)2026/07/0832166.7%
ChilePiquín (Rank 33)2026/06/1932166.7%
RareEntity (Rank 39)2026/06/0882625.0%
BaebladeRIP (Rank 38)2026/05/111651131.2%
Crashing_Blow2003 (Rank 28)2026/05/0621150.0%
VFNumbers (Rank 41)2026/04/0951420.0%
throwbreak (Rank 22)2026/04/02440100.0%

Round openings

Every character

Souko Sensou66P+K into Rouko Tekiga6P+KP+K518.4%
RenshouPP into Renshou Senputai3PPK498.1%
Kirikabu Kudaki1P+K447.3%
Fukko Kensou1P437.1%
Morotezuki66P into Morote Tsuppari66PP315.1%
punchP264.3%
backdash into Honda Harite4PP233.8%
kickK233.8%
crouch into Chisoutai2K+G183.0%
forward movement into Low Smash2K183.0%
backdash into Kensou4P172.8%
forward dash into Rouko Tekiga6P+KP+K132.1%
forward movement into Elbow Butt4P132.1%
Fukko Kensou1P into Souchuken2P111.8%
Senchutai3K91.5%

90 further openings account for the other 216 rounds.

Lau

Career
1,292–583 · 68.9%
This season
85 matches · 75.3%
Peak rank
44

First hit in 49.2% of 315 rounds. Won 69.7% of the rounds they struck first, 65.0% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “66P+K Souko Sensou into 6P+KP+K Rouko Tekiga” in 32.9% of rounds, against 9.9% in their other rounds.

How is this tested?

Souko Sensou66P+K into Rouko Tekiga6P+KP+K5116.1%
RenshouPP into Renshou Senputai3PPK4915.5%
Fukko Kensou1P4313.6%
crouch into Chisoutai2K+G185.7%
backdash into Kensou4P175.4%
forward dash into Rouko Tekiga6P+KP+K134.1%
Fukko Kensou1P into Souchuken2P113.5%
Senchutai3K92.8%
Shakashou3P into RenshouPP92.8%
Chugeki6P82.5%
evade up into Chugeki6P82.5%
Kokyaku Haiten7K61.9%
evade up into Hou'ou Soushou6PP61.9%
evade up into forward dash61.9%
Enjin Senpukyaku4K+G51.6%

36 further openings account for the other 58 rounds.

Taka

Career
706–405 · 63.5%
This season
54 matches · 63.0%
Peak rank
38

First hit in 59.6% of 198 rounds. Won 61.9% of the rounds they struck first, 57.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kirikabu Kudaki1P+K4422.2%
Morotezuki66P into Morote Tsuppari66PP3115.7%
backdash into Honda Harite4PP2311.6%
kickK2110.6%
punchP126.1%
Hiji'ate6P84.0%
forward movement into Ao'oni Midaremage214P+K84.0%
punchP into Tsuppari 2PP73.5%
crouch dash back into Kachi'age33P+K42.0%
evade up into Morote Tsuppari66PP42.0%
backdash into Yoko Harite4P31.5%
forward dash into throwP+G31.5%
Ao'oni Midaremage214P+K into Aka'oni MidaremageP+K21.0%
Hiji'ate6P into punchP21.0%
Kachi'age33P+K into Aka'oni MidaremageP+K21.0%

20 further openings account for the other 24 rounds.

Wolf

Career
472–297 · 61.4%
This season
24 matches · 50.0%
Peak rank
36

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Low Smash2K1820.0%
forward movement into Elbow Butt4P1314.4%
punchP1011.1%
punchP into kickK77.8%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K55.6%
punchP into Hammer KickPK44.4%
evade down into Elbow Butt4P33.3%
evade up into Screw Lariat63214PP33.3%
Death ScytheK+G22.2%
Low Smash2K into kickK22.2%
crouch dash back into Mow Down Chop1P+K22.2%
punchP into Jab StraightPP22.2%
Elbow Butt4P into punchP11.1%
Low Drop Kick62K into kickK11.1%
Quick Shoulder66P+K into Level Back CrushP+K11.1%

16 further openings account for the other 16 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 (15 here; about 0.8 would come up by chance alone before the correction).

Tests behind each character's list

  • Lau: 1 of 15 tests hold up
  • Taka: not tested (too few rounds)
  • Wolf: not tested (too few rounds)