VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

大晨儿vlggo222

  • Jacky
Career matches2,127
Career win rate47.7%
Round win rate47.5%
Peak rank26
Distinct opponents69
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1351 #2,917 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

Lau262,0789921,08647.7%
Jacky2249232646.9%

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

544 of 725 rounds counted

11.1 inputs a second (668 a minute) this season. Faster than 99% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau11.1667516
Jacky11.568828

By opponent's character

Jacky11.065870
Goh11.669467
Shun10.764044
Akira11.770359
Pai11.267545
Vanessa10.261435
El Blaze10.663523
Jeffry11.368044
Kage10.965222
Sarah11.870726
Dural10.563018
Wolf12.072032
Aoi11.065918
Jean10.764023
Lau10.663310
Brad11.46868

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

Jacky32181456.2%+14.9
Goh1771041.2%+11.0
Shun1741323.5%-30.4
Akira148657.1%+1.0
Pai123925.0%-10.3
Vanessa113827.3%-25.9
El Blaze104640.0%-8.0
Jeffry104640.0%-4.8
Kage105550.0%+7.8
Sarah92722.2%-22.1
Dural87187.5%+50.3
Wolf84450.0%+17.3
Aoi54180.0%+12.5
Jean53260.0%+21.3
Eileen32166.7%+15.4
Lau31233.3%-24.6
Brad2020.0%-71.1

0 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

Half Fence28131546.4%-4.6
Octagon28171160.7%+24.1
Breakable Half Fence2181338.1%-4.1
Open2081240.0%-1.9
Single Wall2061430.0%-18.4
Rectangle148657.1%-3.2
Breakable Full Fence136746.1%-0.1
Low Fence103730.0%-9.8
Full Fence94544.4%-5.3
Full Fence and Open63350.0%+18.8

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
Walls11349.6%47.0%+2.6
No walls5034.0%43.1%-9.1

Walls against open: +11.7 points (95% range -5.0 to +28.3), p 0.170 — 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

ちぇびーまるやま (Rank 21)2026/08/173030.0%
たつやX (Rank 27)2026/08/1773442.9%
baron___in-tokyo (Rank 21)2026/08/1731233.3%
Lucifer-1971 (Rank 25)2026/08/1764266.7%
yonchi41 (Rank 21)2026/08/17440100.0%
chi_eri_777 (Rank 26)2026/08/1731233.3%
kupipi_ff11 (Rank 25)2026/07/143030.0%
SICHIROUJI (Rank 26)2026/07/1431233.3%
6132da (Rank 23)2026/07/1431233.3%
なっちゃんねる (Rank 27)2026/07/143030.0%
dalmax72 (Rank 21)2026/07/1463350.0%
omuretukun (Rank 22)2026/07/1432166.7%
E-BB1 (Rank 27)2026/07/143030.0%
SOLA (Rank 22)2026/07/0632166.7%
B.S.R-JP (Rank 26)2026/07/0553260.0%
TARO___9 (Rank 25)2026/07/0532166.7%
なお (Rank 28)2026/07/0572528.6%
Harara31 (Rank 27)2026/07/0562433.3%
ヘビ吉 (Rank 13)2026/07/0332166.7%
bruceshiue (Rank 22)2026/05/14126650.0%
00981A之瑤池金母 (Rank 23)2026/05/14440100.0%
格雷希欧 (Rank 24)2026/05/1432166.7%
SpaceKnight (Rank 24)2026/05/1431233.3%
偷桃 (Rank 24)2026/05/1132166.7%
ShieldHolder (Rank 26)2026/05/116060.0%

Round openings

Every character

backdash into Kosoushou46P273.7%
Kosoushou46P243.3%
backdash into evade up243.3%
Souko Sensou66P+K212.9%
Risensou46P+K202.8%
evade down into Kosoushou46P172.3%
Souko Sensou66P+K into forward movement162.2%
backward movement into Chugeki6P152.1%
forward movement into punchP131.8%
backdash into evade down121.6%
Koryu Tenshinkyaku6K+G101.4%
backdash into Sako Soushou4P+K101.4%
Touku Kosenkyaku9K91.2%
backward movement into evade up91.2%
evade down into evade up91.2%

261 further openings account for the other 490 rounds.

Lau

Career
992–1,086 · 47.7%
This season
147 matches · 43.5%
Peak rank
26

First hit in 42.3% of 608 rounds. Won 49.4% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into Kosoushou46P274.4%
Kosoushou46P243.9%
backdash into evade up233.8%
Souko Sensou66P+K213.4%
Risensou46P+K203.3%
evade down into Kosoushou46P172.8%
Souko Sensou66P+K into forward movement162.6%
backward movement into Chugeki6P152.5%
backdash into evade down111.8%
Koryu Tenshinkyaku6K+G101.6%
backdash into Sako Soushou4P+K101.6%
Touku Kosenkyaku9K91.5%
evade down into evade up81.3%
Ko'en Senshi66K+G into forward movement71.1%
backward movement into evade up71.1%

203 further openings account for the other 388 rounds.

Jacky

Career
23–26 · 46.9%
This season
29 matches · 51.7%
Peak rank
22

First hit in 43.8% of 112 rounds. Won 55.1% of the rounds they struck first, 49.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K87.1%
forward movement into punchP87.1%
evade down into Jab Double StraightPPP65.3%
forward movement into kickK54.4%
forward movement into Jab Double StraightPPP43.5%
Jab StraightPP into Jab Double StraightPPP32.6%
forward dash into High Angle Upper Kick6K32.6%
forward movement into Jab StraightPP32.6%
Dash Hammer Kick66K into forward movement21.8%
Slant Back Knuckle1P into kickK21.8%
backdash into Beat & Back KnuckleP+KP21.8%
backward movement into evade up21.8%
evade down into Bil Jee6P+K21.8%
evade down into High Angle Upper Kick6K21.8%
evade down into Slant Back Knuckle1P21.8%

55 further openings account for the other 59 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 (14 here; about 0.7 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: 0 of 14 tests hold up
  • Jacky: not tested (too few rounds)