VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

かつ丼

Career matches3,237
Career win rate52.8%
Round win rate50.0%
Peak rank36
Distinct opponents70
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1662 #986 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

Lau363,2261,7011,52552.7%
Kage—118372.7%

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

688 of 754 rounds counted

7.6 inputs a second (454 a minute) this season. Faster than 61% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau7.6454688

By opponent's character

Jacky7.746090
Lau7.846866
Kage7.042265
Shun7.847168
Akira7.444655
Pai7.645541
Wolf8.249445
Brad7.344125
Jean7.947234
Lei Fei7.846926
Aoi6.941628
Dural7.444529
Goh7.343627
Jeffry7.847022
El Blaze7.544817
Lion7.545120
Sarah7.243013
Taka7.84699
Vanessa6.23748

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

Jacky24141058.3%+6.5
Lau1971236.8%-6.5
Kage1761135.3%-10.7
Shun179852.9%+3.6
Akira168850.0%+0.9
Pai105550.0%+4.4
Wolf106460.0%-0.4
Brad93633.3%-7.3
Jean95455.6%-2.4
Lei Fei86275.0%+25.2
Aoi74357.1%+3.1
Dural74357.1%+13.3
Goh64266.7%+20.1
Jeffry63350.0%-1.8
El Blaze53260.0%-16.2
Lion51420.0%-31.7
Sarah52340.0%-4.6
Taka2020.0%-28.0
Vanessa21150.0%+7.9

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 Fence28131546.4%-5.5
Rectangle2011955.0%+6.6
Single Wall20101050.0%-4.2
Half Fence1911857.9%+8.2
Open1971236.8%-10.8
Breakable Full Fence189950.0%-1.1
Breakable Half Fence189950.0%+7.4
Octagon178947.1%+1.1
Low Fence148657.1%+3.6
Full Fence and Open82625.0%-19.5

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
Walls12050.8%48.8%+2.0
No walls5347.2%51.2%-4.0

Walls against open: +6.1 points (95% range -9.6 to +21.8), p 0.449 — 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

ぽこぺん太@能登VF部 (Rank 33)2026/10/183030.0%
漂泊の民回線ジプシー (Rank 37)2026/10/09102820.0%
D A I (Rank 34)2026/10/0954180.0%
ルビーロマン葵 (Rank 33)2026/10/0232166.7%
しょべるん (Rank 40)2026/09/2831233.3%
BONZE_ADVENTURE (Rank 36)2026/09/2353260.0%
黒シャツ (Rank 33)2026/09/2331233.3%
TaroYamada (Rank 19)2026/09/2332166.7%
アレックス・ペレイラ (Rank 37)2026/09/2331233.3%
Bluemoon (Rank 33)2026/09/2253260.0%
村長~災禍の中心~ (Rank 38)2026/09/2253260.0%
aona (Rank 35)2026/09/1831233.3%
ドランクン//Konpay (Rank 37)2026/09/1831233.3%
ふぇに (Rank 34)2026/08/2842250.0%
助手D (Rank 33)2026/08/2231233.3%
MickeyYanai (Rank 32)2026/08/1832166.7%
弱者 (Rank 33)2026/08/1875271.4%
Koutei (Rank 33)2026/08/18330100.0%
chileung18 (Rank 32)2026/08/0564266.7%
ふかふか (Rank 38)2026/08/0562433.3%
マクシミリアン15世 (Rank 33)2026/07/1632166.7%
interceptor (Rank 39)2026/07/1085362.5%
フルレバ (Rank 35)2026/06/2232166.7%
らうらう (Rank 36)2026/05/2831233.3%
NEWTYPE (Rank 35)2026/03/2932166.7%

Round openings

Lau

Career
1,701–1,525 · 52.7%
This season
184 matches · 49.5%
Peak rank
36

First hit in 42.0% of 652 rounds. Won 56.2% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

  • Against Akira: moves in first in 25.0% of rounds, against 8.6% against everyone else.
  • Against Akira: opens with “backdash into 46P Kosoushou” in 20.0% of rounds, against 4.9% against everyone else.

How is this tested?

Ko'en Senshi66K+G into Koryu Tenshinkyaku6K+G548.3%
Fukko Kensou1P467.0%
Souko Sensou66P+K into Rouko Tekiga6P+KP+K456.9%
backdash into Kosoushou46P416.3%
Souko Sensou66P+K into Rouko Tankai6P+K233.5%
forward dash into throwP+G223.4%
crouch dash back into Kosoushou46P192.9%
crouch into Chisoutai2K+G162.5%
Honshin Hekiken1P+K152.3%
backdash into Junho Renshou33PP152.3%
crouch into Senchutai3K152.3%
forward movement into punchP152.3%
backdash into Junho Chushou33P132.0%
Rouko Tankai6P+K into Rouko Tekiga6P+KP+K121.8%
Chugeki6P into Hou'ou Soushou6PP111.7%

134 further openings account for the other 292 rounds.

Counted from 160 of the 184 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky12–6 · 67%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.

24 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

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: 2 of 15 tests hold up