VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

Eno

Career matches974
Career win rate58.6%
Round win rate52.4%
Peak rank41
Distinct opponents70
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1868 #198 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

Lau4181143937254.1%
Taka—1631323181.0%

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

1,253 of 1,299 rounds counted

10.8 inputs a second (651 a minute) this season. Faster than 98% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau10.86511,253

By opponent's character

Akira10.9655218
Jacky10.8650131
Lau10.965299
Shun10.864592
Kage10.563088
Vanessa10.462284
Pai11.066082
El Blaze11.368068
Jeffry11.066048
Aoi10.864767
Lei Fei10.864861
Wolf11.267158
Taka10.764048
Goh10.965329
Sarah11.267135
Brad10.864720
Lion11.066015
Jean11.267110

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

Akira53272650.9%-4.8
Jacky3527877.1%+25.7
Lau23101343.5%-10.5
Shun23131056.5%+0.8
Kage21101147.6%-10.9
Vanessa2114766.7%+16.4
Pai2091145.0%-10.8
El Blaze1861233.3%-16.3
Jeffry179852.9%-6.6
Aoi1511473.3%+16.8
Lei Fei1531220.0%-30.4
Wolf1411378.6%+19.4
Taka138561.5%+9.6
Goh129375.0%+18.2
Sarah92722.2%-33.6
Brad53260.0%+1.4
Lion42250.0%-8.1
Jean32166.7%+6.5

1 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

Low Fence47272057.5%+2.4
Full Fence46222447.8%-8.1
Breakable Full Fence38231560.5%+7.2
Rectangle35152042.9%-14.8
Breakable Half Fence28151353.6%-3.0
Half Fence2891932.1%-22.1
Single Wall2819967.9%+12.4
Octagon25141156.0%+2.8
Open1813572.2%+19.8
Full Fence and Open1710758.8%+3.7

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20049.0%54.6%-5.6
No walls9363.4%55.4%+8.1

Walls against open: -13.6 points (95% range -30.2 to +3.0), p 0.107 — 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

STAGEW(ON)@스테이지원 (Rank 41)2026/09/1328181064.3%
Source-chaude-Pa (Rank 41)2026/09/13145935.7%
堂島様 (Rank 43)2026/09/139090.0%
Mochi/かしわもち (Rank 40)2026/09/1351420.0%
指無しライダー (Rank 40)2026/09/131916384.2%
おそろしく早いビート (Rank 41)2026/08/3051420.0%
manatsu_7 (Rank 42)2026/08/302351821.7%
いくお (Rank 42)2026/08/30135838.5%
Bluemoon (Rank 41)2026/08/3062433.3%
uomofastidioso (Rank 41)2026/08/3042250.0%
翠嵐 (Rank 41)2026/08/30550100.0%
超ボタン連打マ~ン (Rank 43)2026/08/3063350.0%
ikkyusaaan (Rank 39)2026/08/30127558.3%
Tokkovanessa_VF (Rank 42)2026/08/23138561.5%
rocku (Rank 40)2026/08/2363350.0%
Oshira_taicho (Rank 40)2026/08/2351420.0%
tu-kun0223 (Rank 40)2026/08/1963350.0%
gear8570 (Rank 39)2026/08/1965183.3%
ManEater (Rank 39)2026/08/1953260.0%
ダンプよっし~2.0 (Rank 39)2026/08/1953260.0%
ダメだこりゃ (Rank 34)2026/08/06440100.0%
jottolee (Rank 31)2026/08/0696366.7%
会長さん (Rank 31)2026/07/25660100.0%
akira__9633 (Rank 33)2026/07/2554180.0%
金平糖 (Rank 31)2026/05/0952340.0%

Round openings

Lau

Career
439–372 · 54.1%
This season
321 matches · 54.8%
Peak rank
41

First hit in 45.2% of 1,293 rounds. Won 56.1% of the rounds they struck first, 49.0% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 29.3% of rounds, against 18.2% in their other rounds.
  • Against Wolf: backs off first in 43.1% of rounds, against 19.9% against everyone else.
  • After opening the round before by moving in: moves in first in 47.8% of rounds, against 38.5% after anything else.
  • When behind: moves in first in 48.8% of rounds, against 38.0% when ahead or level.
  • Against Jacky: opens with “66K+G Ko'en Senshi into forward movement” in 12.7% of rounds, against 3.0% against everyone else.

How is this tested?

punchP into throwP+G1088.3%
backdash into Kosoushou46P725.5%
Chugeki6P into Hou'ou Soushou6PP524.0%
Ko'en Senshi66K+G into forward movement524.0%
forward dash into throwP+G443.4%
forward dash into Chouhi Teishitsu66K393.0%
forward dash into evade down362.8%
crouch dash forward into Chouhi Teishitsu66K352.7%
crouch dash back into Saishikkyaku4K302.3%
backdash into Junho Chushou33P292.2%
crouch dash forward into evade down241.9%
forward dash into evade up241.9%
crouch dash forward into evade up231.8%
forward dash into crouch dash forward221.7%
forward dash into Chugeki6P201.5%

176 further openings account for the other 689 rounds.

By stage type

Record against each character on walled and open stages, as Lau

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira13–19 · 41%9–4 · 69%too few to test
Jacky13–5 · 72%12–3 · 80%too few to test
Lau7–9 · 44%1–3 · 25%too few to test
Shun11–10 · 52%1–0 · 100%too few to test
Kage5–8 · 38%3–3 · 50%too few to test
Vanessa10–7 · 59%4–0 · 100%too few to test
Pai7–7 · 50%1–2 · 33%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

  • Lau: 5 of 15 tests hold up