VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

leinpolse

Career matches2,615
Career win rate52.8%
Round win rate49.5%
Peak rank36
Distinct opponents83
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1766 #486 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

Lau362,6151,3801,23552.8%

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

691 of 753 rounds counted

11.2 inputs a second (672 a minute) this season. Faster than 99% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau11.2672691

By opponent's character

Jacky11.4687118
Akira11.568762
Sarah11.066256
Kage11.065852
Pai11.066051
Wolf11.267050
El Blaze11.367650
Brad11.267243
Jeffry11.266936
Lion11.367822
Shun11.065835
Dural10.864828
Goh11.669622
Jean12.273023
Aoi10.462217
Lau11.367812
Lei Fei10.261110
Taka11.66934

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

Jacky34151944.1%-14.2
Akira1910952.6%+8.5
Sarah156940.0%-17.1
Kage148657.1%+11.2
Pai1410471.4%+29.2
Wolf147750.0%-1.9
El Blaze128466.7%+16.4
Brad114736.4%-13.9
Jeffry95455.6%+5.0
Lion84450.0%+5.3
Shun84450.0%-3.7
Dural63350.0%-5.9
Goh52340.0%-9.2
Jean52340.0%-14.9
Aoi42250.0%+1.3
Lau32166.7%+22.9
Lei Fei21150.0%+7.7
Taka1010.0%-44.8

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

Full Fence28141450.0%-2.2
Single Wall2561924.0%-26.7
Open21101147.6%-6.2
Rectangle1811761.1%+11.5
Breakable Full Fence1771041.2%-16.7
Breakable Half Fence1713476.5%+29.7
Octagon1711664.7%+19.6
Low Fence1551033.3%-20.4
Half Fence74357.1%+11.2
Full Fence and Open42250.0%+4.4

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
Walls10457.7%50.8%+6.8
No walls6134.4%50.4%-16.0

Walls against open: +22.8 points (95% range +5.5 to +40.2), p 0.010 — a difference this size is unlikely to be chance.

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

ぶーん (Rank 34)2026/10/1342250.0%
a.k.aとりてん (Rank 39)2026/10/1353260.0%
寿司眼鉄 (Rank 38)2026/10/1382625.0%
AOI라쓰고불합리라읽다. (Rank 39)2026/10/1332166.7%
MaBoy (Rank 35)2026/09/17330100.0%
NORESPECT (Rank 36)2026/09/1743175.0%
ニトロ (Rank 36)2026/09/16550100.0%
Ka2 (Rank 36)2026/09/1631233.3%
ツッチー (Rank 38)2026/09/09330100.0%
무파ZeroBlue (Rank 34)2026/09/0953260.0%
インド人を右に (Rank 33)2026/09/0942250.0%
Re:Biz (Rank 36)2026/09/0831233.3%
れもん@のびしろF (Rank 32)2026/09/08220100.0%
H4T (Rank 33)2026/08/2983537.5%
五寸釘くん (Rank 34)2026/08/04330100.0%
elf4sale (Rank 33)2026/08/0431233.3%
どろパイ (Rank 35)2026/07/31330100.0%
Hi:D (Rank 36)2026/07/2883537.5%
ふぇに (Rank 32)2026/07/1543175.0%
megadeth0112 (Rank 32)2026/05/3061516.7%
究極無敵 (Rank 36)2026/05/2931233.3%
∈挙動不審∋ (Rank 33)2026/05/2931233.3%
xu.simon29 (Rank 33)2026/05/2731233.3%
OgreAunt (Rank 33)2026/05/2041325.0%
ROMANSKIN (Rank 35)2026/05/1642250.0%

Round openings

Lau

Career
1,380–1,235 · 52.8%
This season
184 matches · 50.5%
Peak rank
36

First hit in 47.9% of 706 rounds. Won 48.8% of the rounds they struck first, 48.4% of the rounds they were struck first.

Significant Tells

  • Against Wolf: attacks straight away in 51.7% of rounds, against 32.5% against everyone else.
  • On Single Wall stages: backs off first in 42.4% of rounds, against 31.1% on the other stages.
  • In round 1: opens with “46P Kosoushou” in 21.8% of rounds, against 4.5% in their other rounds.
  • After opening the round before with “crouch into 3K Senchutai”: opens with “crouch into 3PPP Renkanshou” in 17.4% of rounds, against 6.6% after anything else.

How is this tested?

crouch into Senchutai3K11716.4%
kickK649.0%
Kosoushou46P628.7%
crouch into Renkanshou3PPP517.2%
Souko Sensou66P+K456.3%
backdash into Honten Rakutoutai46K+G446.2%
backdash into Kensou4P425.9%
backdash into Kosoushou46P405.6%
backdash into Junho Renshou33PP213.0%
backdash into Honshin Hekiken1P+K182.5%
crouch into down-back kick1K142.0%
Ko'en Senshi66K+G121.7%
backdash into Sako Soushou4P+K111.5%
evade up into Touku Kosenkyaku9K111.5%
crouch dash back into Saishikkyaku4K101.4%

77 further openings account for the other 151 rounds.

Counted from 174 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
Jacky12–10 · 55%2–8 · 20%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.

10 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: 4 of 15 tests hold up