VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

kobaman

  • Goh
  • Wolf
Career matches9,779
Career win rate45.0%
Round win rate48.9%
Peak rank28
Distinct opponents563
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1458 #2,276 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

Lau274,3441,8662,47843.0%
Goh284,3122,0702,24248.0%
Wolf241,12346865541.7%

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

5,419 of 6,952 rounds counted

5.6 inputs a second (337 a minute) this season. Faster than 10% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh5.63384,589
Wolf5.5330454
Lau5.5331376

By opponent's character

Jacky5.5332649
Wolf5.6336595
Akira5.8350502
Lion5.7344369
Jeffry5.5327325
Shun5.8345354
Pai5.7343276
Aoi5.5329279
Goh5.6334254
Kage5.6335330
Sarah5.5333283
Lau5.5333189
Brad5.9351165
El Blaze5.6334156
Jean5.5330149
Vanessa5.5329114
Eileen5.4323143
Lei Fei5.8346106
Taka5.532897
Dural5.834784

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

Jacky2061079951.9%+4.6
Wolf2011128955.7%+8.6
Akira164758945.7%-2.8
Lion113595452.2%+2.8
Jeffry107416638.3%-8.0
Shun104505448.1%-1.0
Pai96534355.2%+5.8
Aoi94474750.0%-2.2
Goh87345339.1%-8.6
Kage87384943.7%-6.0
Sarah84414348.8%-0.5
Lau64313348.4%+3.0
Brad51292256.9%+7.7
El Blaze50242648.0%+0.4
Jean48192939.6%-3.8
Vanessa38211755.3%+10.9
Eileen36132336.1%-15.6
Lei Fei3272521.9%-21.5
Taka28161257.1%+7.5
Dural2071335.0%-11.0

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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

Single Wall2089910947.6%-1.3
Open1828210045.0%-3.4
Low Fence181928950.8%+2.8
Full Fence174819346.5%-0.3
Half Fence174967855.2%+5.0
Octagon174868849.4%+2.8
Breakable Full Fence172858749.4%-0.0
Rectangle150678344.7%-1.2
Breakable Half Fence137597843.1%-4.7
Full Fence and Open62293346.8%-5.9

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
Walls98148.3%47.9%+0.4
No walls57147.8%48.4%-0.6

Walls against open: +1.0 points (95% range -4.1 to +6.1), p 0.705 — 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

トンベリ (Rank 23)2026/06/28108280.0%
sy62___ (Rank 25)2026/06/2795455.6%
koiketyan (Rank 24)2026/06/23149564.3%
しろ☆おび。 (Rank 24)2026/06/23145935.7%
yagio130r (Rank 24)2026/06/21127558.3%
SICHIROUJI (Rank 25)2026/06/212271531.8%
聖☆奈♡♡ (Rank 23)2026/06/211661037.5%
sakana5106 (Rank 25)2026/06/201811761.1%
ぽん (Rank 27)2026/06/19179852.9%
RX-7FD3S-Type-RS (Rank 23)2026/06/191710758.8%
marble-w03 (Rank 24)2026/06/191410471.4%
E-BB1 (Rank 27)2026/06/19136746.1%
sukapuri (Rank 25)2026/06/191612475.0%
じゅくちょう (Rank 21)2026/06/19129375.0%
dalmax72 (Rank 23)2026/06/191411378.6%
きてぃ☆ (Rank 30)2026/06/16100100.0%
失礼!スマッシュ☆彡 (Rank 25)2026/06/16145935.7%
Zan0724 (Rank 28)2026/06/131661037.5%
や。 (Rank 26)2026/05/30123925.0%
Drunk_Monkey3110 (Rank 23)2026/05/2222121054.5%
Varsity0326 (Rank 27)2026/05/1996366.7%
rauscarlet (Rank 24)2026/05/19104640.0%
はげまん (Rank 27)2026/05/191221016.7%
nihikibito (Rank 23)2026/05/181511473.3%
SGEcho4649 (Rank 27)2026/03/28113827.3%

Round openings

Every character

evade down into forward dash5297.6%
backdash into Karura4P+K5097.3%
crouch dash forward into guardG4847.0%
Karura4P+K2874.1%
Hiji'ate6P2233.2%
punchP into backdash1872.7%
evade down into guardG1802.6%
backdash into evade down1762.5%
Sune'uchi2P1662.4%
Raijinsatsu6K+G1582.3%
guardG1522.2%
backdash into Raijinsatsu6K+G1331.9%
Shouda~KasumigoroshiPK into Kasumigoroshi~ShikigamiPKP1111.6%
punchP into Tsurane ShoudaPP1041.5%
evade up into forward dash1031.5%

466 further openings account for the other 3,461 rounds.

Goh

Career
2,070–2,242 · 48.0%
This season
1,507 matches · 48.6%
Peak rank
28

First hit in 49.9% of 6,092 rounds. Won 51.9% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 31.5% of rounds, against 21.7% in their other rounds.
  • Against Wolf: attacks straight away in 43.7% of rounds, against 32.4% against everyone else.
  • After opening the round before by backing off: attacks straight away in 38.6% of rounds, against 30.4% after anything else.
  • After winning a round: attacks straight away in 45.0% of rounds, against 20.1% after losing one.
  • When behind: moves in first in 23.7% of rounds, against 11.8% when ahead or level.
  • Against a Shun on 10+ drinks: moves in first in 30.2% of rounds, against 11.4% against a Shun on other counts.
  • In round 3: opens with “crouch dash forward into G guard” in 9.8% of rounds, against 6.1% in their other rounds.
  • Against Wolf: opens with “6P Hiji'ate” in 6.4% of rounds, against 3.3% against everyone else.
  • After opening the round before with “crouch dash forward into G guard”: opens with “crouch dash forward into G guard” in 16.7% of rounds, against 7.8% after anything else.
  • After losing a round: opens with “crouch dash forward into G guard” in 13.9% of rounds, against 2.8% after winning one.
  • When behind: opens with “crouch dash forward into G guard” in 12.5% of rounds, against 5.8% when ahead or level.

How is this tested?

backdash into Karura4P+K5098.3%
evade down into forward dash4918.0%
crouch dash forward into guardG4307.0%
Karura4P+K2874.7%
Hiji'ate6P2233.6%
punchP into backdash1863.0%
backdash into evade down1712.8%
Sune'uchi2P1662.7%
evade down into guardG1592.6%
Raijinsatsu6K+G1582.6%
backdash into Raijinsatsu6K+G1332.2%
Shouda~KasumigoroshiPK into Kasumigoroshi~ShikigamiPKP1111.8%
punchP into Tsurane ShoudaPP1041.7%
guardG1021.7%
punchP891.4%

313 further openings account for the other 2,814 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf66–48 · 58%25–23 · 52%+6.8
Jacky55–49 · 53%26–27 · 49%+5.5
Akira38–41 · 48%25–26 · 49%+2.6
Lion31–24 · 56%16–20 · 44%+10.6
Jeffry16–36 · 31%16–15 · 52%-16.3
Shun22–29 · 43%18–14 · 56%-12.5
Aoi29–26 · 53%13–16 · 45%too few to test
Kage25–25 · 50%12–18 · 40%+14.8
Goh20–27 · 43%6–13 · 32%too few to test
Sarah24–19 · 56%10–11 · 48%too few to test
Pai22–15 · 59%14–15 · 48%too few to test
Lau15–13 · 54%12–18 · 40%too few to test
El Blaze10–18 · 36%12–5 · 71%too few to test
Jean6–16 · 27%9–9 · 50%too few to test
Brad12–8 · 60%9–4 · 69%too few to test
Vanessa15–11 · 58%5–6 · 45%too few to test
Lei Fei3–13 · 19%3–9 · 25%too few to test
Taka8–7 · 53%6–1 · 86%too few to test
Eileen0–11 · 0%5–4 · 56%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.

How is this tested?

Wolf

Career
468–655 · 41.7%
This season
112 matches · 45.5%
Peak rank
24

First hit in 50.7% of 452 rounds. Won 47.2% of the rounds they struck first, 48.9% of the rounds they were struck first.

Significant Tells

  • After winning a round: attacks straight away in 53.6% of rounds, against 22.4% after losing one.
  • When behind: moves in first in 23.3% of rounds, against 7.0% when ahead or level.
  • After losing a round: opens with “crouch dash forward into G guard” in 13.2% of rounds, against 1.8% after winning one.
  • When behind: opens with “crouch dash forward into G guard” in 13.5% of rounds, against 2.3% when ahead or level.

How is this tested?

Low Hammer2P367.9%
punchP into Jab StraightPP306.6%
crouch dash forward into guardG286.2%
guardG255.5%
evade down into forward dash235.1%
crouch into Low Hammer2P173.7%
Screw Hook63214P163.5%
Arrow Knuckle3P153.3%
evade down into guardG153.3%
Rolling Savate6K+G122.6%
evade up into forward dash112.4%
Heavy Middle Kick3K+G81.8%
Low Hammer2P into evade down81.8%
Low Hammer2P into forward dash81.8%
guardG into crouch81.8%

100 further openings account for the other 194 rounds.

Lau

Career
1,866–2,478 · 43.0%
This season
91 matches · 44.0%
Peak rank
27

First hit in 51.1% of 376 rounds. Won 47.4% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 59.3% of rounds, against 39.6% in their other rounds.
  • After winning a round: attacks straight away in 53.3% of rounds, against 27.0% after losing one.
  • In round 3: opens with “G guard” in 13.3% of rounds, against 4.5% in their other rounds.

How is this tested?

Fukko Kensou1P318.2%
crouch dash forward into guardG266.9%
guardG256.7%
Souchuken2P174.5%
Honshin Hekiken1P+K154.0%
evade down into forward dash154.0%
guardG into crouch154.0%
guardG into evade down154.0%
RenshouPP into RaigekishouPPP133.5%
crouch dash back into Sako Soushou4P+K123.2%
RenshouPP into Renshou Senputai3PPK112.9%
Chugeki6P into Hou'ou Soushou6PP102.7%
backdash into Sako Soushou4P+K102.7%
Chugeki6P92.4%
punchP into RenshouPP92.4%

82 further openings account for the other 143 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 (46 here; about 2.3 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

  • Goh: 11 of 18 tests hold up
  • Wolf: 4 of 14 tests hold up
  • Lau: 3 of 14 tests hold up