VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

AcidNine-JPN

Career matches14,663
Career win rate43.9%
Round win rate49.4%
Peak rank29
Distinct opponents362
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1444 #2,385 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

Lau2914,6636,4428,22143.9%

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

2,381 of 4,191 rounds counted

7.3 inputs a second (440 a minute) this season. Faster than 55% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau7.34402,381

By opponent's character

Akira7.4444329
Wolf7.5453230
Jacky7.2435264
Sarah7.3436128
Aoi7.2432143
Kage7.2432167
Lion7.4444102
Jean7.343873
Jeffry7.142697
Pai7.6455110
Goh7.444393
Shun7.3440120
Brad7.4445138
Lau7.243085
Vanessa7.1429115
Lei Fei7.846647
Eileen7.142857
El Blaze7.243042
Taka7.746015
Dural7.343626

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

Akira135696651.1%+3.6
Wolf123556844.7%-2.8
Jacky109555450.5%+3.8
Sarah67293843.3%-6.8
Aoi57411671.9%+19.8
Kage57183931.6%-19.2
Lion54233142.6%-4.2
Jean52203238.5%-3.5
Jeffry51213041.2%-4.8
Pai51282354.9%-0.7
Goh50302060.0%+10.1
Shun45212446.7%+0.3
Brad43192444.2%-2.8
Lau39132633.3%-10.0
Vanessa39251464.1%+13.2
Lei Fei2011955.0%+7.5
Eileen1871138.9%-5.7
El Blaze1811761.1%+8.7
Taka92722.2%-27.4
Dural64266.7%+19.1

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Octagon155748147.7%+0.4
Low Fence129686152.7%+2.8
Breakable Half Fence118675156.8%+7.9
Full Fence115565948.7%+0.8
Open113496443.4%-6.8
Single Wall94514354.3%+9.6
Breakable Full Fence91405144.0%-2.9
Rectangle83404348.2%+1.2
Half Fence73244932.9%-15.4
Full Fence and Open34122235.3%-11.1

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
Walls63547.4%47.8%-0.4
No walls33650.0%48.7%+1.3

Walls against open: -1.7 points (95% range -8.5 to +5.1), p 0.625 — 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

monky-d-taku (Rank 30)2026/09/1795455.6%
SATORI_ASK (Rank 30)2026/09/17104640.0%
しゅが~nsr (Rank 27)2026/09/162213959.1%
nanoka-222 (Rank 25)2026/09/15118372.7%
Holmes-sensei (Rank 27)2026/09/1291811.1%
gin-chaman (Rank 28)2026/09/06116554.5%
hayate (Rank 30)2026/09/061221016.7%
gimoring (Rank 27)2026/08/2971614.3%
gans.sk602 (Rank 31)2026/08/29124833.3%
zxyzguy (Rank 25)2026/08/2287187.5%
kimxxxtt (Rank 22)2026/07/18118372.7%
spacejamplus (Rank 26)2026/07/0472528.6%
sanjimade (Rank 27)2026/07/0273442.9%
Hi-VisionZERO (Rank 31)2026/06/2773442.9%
interceptor (Rank 39)2026/06/118080.0%
改悪 (Rank 29)2026/06/07106460.0%
龍仙人【鬼手仏心】 (Rank 28)2026/06/07104640.0%
Akishin-0313 (Rank 31)2026/06/05167943.8%
伍の人 (Rank 29)2026/06/04179852.9%
fuuchanakira (Rank 28)2026/05/19116554.5%
igyoken55 (Rank 27)2026/05/17126650.0%
BANANA (Rank 27)2026/05/178080.0%
ばねばば (Rank 29)2026/05/1785362.5%
ER_higante (Rank 29)2026/05/1572528.6%
なっちゃんねる (Rank 26)2026/04/2385362.5%

Round openings

Lau

Career
6,442–8,221 · 43.9%
This season
1,043 matches · 48.1%
Peak rank
29

First hit in 50.4% of 4,103 rounds. Won 53.0% of the rounds they struck first, 45.8% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 11.5% of rounds, against 2.9% in their other rounds.
  • Against Akira: moves in first in 12.9% of rounds, against 3.9% against everyone else.
  • After opening the round before by attacking: backs off first in 30.4% of rounds, against 16.0% after anything else.
  • After winning a round: backs off first in 29.5% of rounds, against 17.5% after losing one.
  • When behind: attacks straight away in 59.8% of rounds, against 51.3% when ahead or level.
  • In round 1: opens with “46P Kosoushou” in 11.5% of rounds, against 5.6% in their other rounds.
  • Against Akira: opens with “6P Chugeki” in 13.2% of rounds, against 7.8% against everyone else.
  • After opening the round before with “backdash into 46P Kosoushou”: opens with “6P Chugeki” in 17.9% of rounds, against 9.2% after anything else.
  • After losing a round: opens with “6P Chugeki” in 11.8% of rounds, against 7.3% after winning one.
  • When behind: opens with “6P Chugeki into 6PP Hou'ou Soushou” in 7.8% of rounds, against 5.7% when ahead or level.

How is this tested?

Chugeki6P3518.5%
Kosoushou46P2927.1%
crouch into RenshouPP2255.5%
Chugeki6P into Hou'ou Soushou6PP2205.3%
backdash into Kosoushou46P1593.9%
Souko Sensou66P+K into Rouko Tekiga6P+KP+K1253.0%
Fukko Kensou1P1243.0%
crouch dash back into Honshin Hekiken1P+K1132.7%
crouch dash back into evade down962.3%
evade down into guardG882.1%
Touku Kosenkyaku9K862.1%
backdash into Kensou4P862.1%
crouch into Renkanshou3PPP771.9%
punchP731.8%
Honshin Hekiken1P+K621.5%

287 further openings account for the other 1,944 rounds.

Counted from 1,025 of the 1,043 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
Akira42–35 · 55%22–22 · 50%+0.8
Wolf34–44 · 44%19–20 · 49%-4.7
Jacky29–34 · 46%20–10 · 67%-11.6
Sarah19–26 · 42%8–12 · 40%too few to test
Kage11–24 · 31%4–11 · 27%too few to test
Aoi26–10 · 72%12–5 · 71%too few to test
Lion9–15 · 38%11–15 · 42%too few to test
Jean14–15 · 48%6–12 · 33%too few to test
Jeffry10–18 · 36%8–8 · 50%too few to test
Goh15–14 · 52%15–6 · 71%too few to test
Pai15–8 · 65%9–12 · 43%too few to test
Shun9–18 · 33%10–4 · 71%too few to test
Brad15–17 · 47%4–7 · 36%too few to test
Lau10–17 · 37%3–9 · 25%too few to test
Vanessa12–8 · 60%8–5 · 62%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.

18 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 (17 here; about 0.9 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: 10 of 17 tests hold up