VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

こまがわ

Career matches5,321
Career win rate50.5%
Round win rate49.5%
Peak rank40
Distinct opponents292
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1775 #463 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

Lau405,3212,6892,63250.5%

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

2,846 of 4,427 rounds counted

8.3 inputs a second (499 a minute) this season. Faster than 77% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau8.34992,846

By opponent's character

Jacky8.3497258
Akira8.4504244
Shun8.3497231
Brad7.9475160
Jeffry8.7521153
Vanessa8.1487137
Lau8.4502199
Kage8.2494175
Sarah8.2491165
Lei Fei7.9477114
Jean8.3500181
Goh8.8528167
Pai8.2494154
Wolf8.953573
Aoi8.3500108
El Blaze8.651889
Eileen7.947569
Lion8.148489
Taka8.249080

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

Jacky101534852.5%+4.6
Akira90474352.2%+0.8
Shun81374445.7%-1.7
Brad74403454.0%+3.0
Jeffry69373253.6%+5.3
Vanessa65313447.7%+0.9
Lau64273742.2%-3.3
Kage63362757.1%+3.5
Sarah60273345.0%-8.2
Lei Fei55312456.4%+3.9
Jean53312258.5%+7.4
Goh50292158.0%+3.1
Pai50242648.0%-2.2
Wolf47232448.9%+2.2
Aoi41142734.1%-17.6
El Blaze36191752.8%+8.9
Eileen35102528.6%-18.1
Lion33161748.5%-3.1
Taka29131644.8%-4.6

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

Octagon148757350.7%+0.7
Breakable Half Fence129616847.3%-2.3
Breakable Full Fence114585650.9%+1.2
Low Fence107485944.9%-6.5
Single Wall103525150.5%+1.2
Half Fence102475546.1%-3.7
Open93474650.5%+0.5
Rectangle92474551.1%+1.9
Full Fence89484153.9%+6.1
Full Fence and Open68392957.4%+6.4

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
Walls67449.9%49.5%+0.4
No walls30348.5%50.1%-1.5

Walls against open: +1.9 points (95% range -4.7 to +8.5), p 0.568 — 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

うるヲ参拾 (Rank 39)2026/10/0494544.4%
かべごん (Rank 38)2026/09/2494544.4%
jinmenusagi (Rank 42)2026/09/24134930.8%
manatsu_7 (Rank 41)2026/09/24103730.0%
マハリータまるこ (Rank 39)2026/09/24112918.2%
漂泊の民回線ジプシー (Rank 38)2026/09/23106460.0%
いくお (Rank 42)2026/09/23105550.0%
Tokkovanessa_VF (Rank 42)2026/09/231331023.1%
umiyama_kai (Rank 37)2026/09/2287187.5%
ねこむーと (Rank 38)2026/09/1695455.6%
ankocat2 (Rank 37)2026/09/1486275.0%
躑躅 (Rank 38)2026/09/14106460.0%
ドランクン//Konpay (Rank 39)2026/09/14117463.6%
フルレバ (Rank 36)2026/09/0984450.0%
ビルちゃん (Rank 40)2026/09/07147750.0%
鬼前田太尊 (Rank 42)2026/09/0582625.0%
ひじひじくん (Rank 42)2026/09/03116554.5%
指無しライダー (Rank 42)2026/08/3183537.5%
ikkyusaaan (Rank 39)2026/08/301810855.6%
ドナドナ7 (Rank 39)2026/08/30168850.0%
ゲッパー (Rank 37)2026/08/27128466.7%
Sleipnir-kzm (Rank 37)2026/07/13116554.5%
使われジュニア。 (Rank 43)2026/05/24178947.1%
荒駒松太郎 (Rank 41)2026/04/04114736.4%
crazy_brat_girl (Rank 36)2026/04/0484450.0%

Round openings

Lau

Career
2,689–2,632 · 50.5%
This season
1,096 matches · 49.7%
Peak rank
40

First hit in 52.1% of 4,302 rounds. Won 52.0% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 20.8% of rounds, against 14.7% in their other rounds.
  • Against Lion: waits first in 32.5% of rounds, against 13.8% against everyone else.
  • After losing a round: attacks straight away in 28.7% of rounds, against 22.7% after winning one.
  • When ahead: evades first in 20.7% of rounds, against 15.7% when level or behind.
  • In round 4 or later: opens with “forward movement into PP Renshou” in 4.8% of rounds, against 2.7% in their other rounds.
  • Against Lau: opens with “forward movement into P punch” in 16.2% of rounds, against 9.0% against everyone else.
  • After winning a round: opens with “forward movement into PP Renshou” in 4.7% of rounds, against 2.4% after losing one.

How is this tested?

forward movement into punchP4089.4%
forward movement into RenshouPP1413.2%
evade down into forward dash1212.8%
Chugeki6P1022.4%
crouch into Senchutai3K1002.3%
punchP912.1%
backward movement into Chugeki6P862.0%
guardG721.7%
crouch dash back into kickK711.6%
Souko Sensou66P+K691.6%
crouch into Souchuken2P661.5%
Fukko Kensou1P641.5%
forward dash into guardG641.5%
Chugeki6P into forward dash601.4%
backdash into guardG581.3%

432 further openings account for the other 2,764 rounds.

Counted from 1,072 of the 1,096 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
Jacky33–26 · 56%17–18 · 49%+7.3
Akira23–24 · 49%10–11 · 48%too few to test
Shun27–33 · 45%10–9 · 53%too few to test
Brad24–20 · 55%11–8 · 58%too few to test
Jeffry22–22 · 50%8–8 · 50%too few to test
Vanessa24–20 · 55%7–12 · 37%too few to test
Lau14–18 · 44%13–16 · 45%too few to test
Kage21–17 · 55%12–7 · 63%too few to test
Sarah13–19 · 41%8–9 · 47%too few to test
Lei Fei20–18 · 53%3–3 · 50%too few to test
Jean22–13 · 63%9–7 · 56%too few to test
Goh14–11 · 56%10–6 · 62%too few to test
Wolf14–15 · 48%4–5 · 44%too few to test
Pai13–16 · 45%7–5 · 58%too few to test
Aoi12–15 · 44%1–11 · 8%too few to test
El Blaze14–14 · 50%5–2 · 71%too few to test
Lion6–7 · 46%4–8 · 33%too few to test
Eileen5–10 · 33%3–7 · 30%too few to test
Taka8–12 · 40%1–3 · 25%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.

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 (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: 7 of 17 tests hold up