VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

reiya---0602

  • Brad
  • Jacky
Career matches5,125
Career win rate52.3%
Round win rate51.5%
Peak rank37
Distinct opponents228
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1640 #1,098 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

Lau373,1851,6551,53052.0%
Brad361,68387980452.2%
Jacky3125714711057.2%

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

5,715 of 5,740 rounds counted

11.3 inputs a second (680 a minute) this season. Faster than 99% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau11.56923,287
Brad11.16632,183
Jacky11.0662245

By opponent's character

Lau11.3678812
Akira11.5692574
Jacky11.5688439
Jeffry11.5687334
Lion11.3680311
Aoi11.0662296
Jean11.6698308
Goh11.7701290
Vanessa11.0659280
Shun11.1667251
Lei Fei11.3679268
Wolf11.6696260
Pai11.4685252
Kage11.0660225
El Blaze11.2671181
Sarah11.3678161
Taka11.2672164
Brad11.6694158
Eileen10.4623141
Dural12.071810

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

Lau1989010845.5%+0.2
Akira143806355.9%+0.6
Jacky107634458.9%+1.2
Jeffry81463556.8%+4.7
Lion79463358.2%+8.7
Aoi77314640.3%-3.0
Jean76373948.7%-7.2
Goh72413156.9%+1.6
Vanessa68363252.9%-0.5
Shun66303645.5%-4.9
Lei Fei63293446.0%-10.1
Wolf63382560.3%+5.1
Pai62293346.8%-2.7
Kage52252748.1%-2.6
El Blaze44242054.5%-1.2
Sarah40251562.5%+3.9
Taka40241660.0%+18.5
Brad38172144.7%-8.5
Eileen35152042.9%-6.1
Dural21150.0%+11.5

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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

Low Fence166927455.4%+6.3
Single Wall151767550.3%-1.2
Octagon144806455.6%+1.8
Rectangle143638044.1%-5.1
Full Fence140766454.3%+4.3
Breakable Full Fence138617744.2%-8.5
Breakable Half Fence138736552.9%-0.6
Half Fence133666749.6%-3.9
Open122645852.5%-0.5
Full Fence and Open62402264.5%+13.6

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
Walls83650.1%51.9%-1.8
No walls43952.8%51.3%+1.6

Walls against open: -3.4 points (95% range -9.0 to +2.3), p 0.243 — 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

KumadaP (Rank 37)2026/10/1630171356.7%
ヘニオ (Rank 33)2026/10/1658362262.1%
★闘将拉麵男★ (Rank 39)2026/10/141541126.7%
neary (Rank 33)2026/10/13137653.9%
VF12360-PC (Rank 38)2026/10/13116496742.2%
orz (Rank 30)2026/10/1224141058.3%
イイクルーン (Rank 38)2026/10/1230141646.7%
マハリータまるこ (Rank 38)2026/10/101871138.9%
会長さん (Rank 35)2026/10/07159660.0%
らうらう (Rank 37)2026/10/0733112233.3%
kampfarkz (Rank 29)2026/10/02159660.0%
たたみん♪ (Rank 38)2026/09/30159660.0%
BigBoin (Rank 34)2026/09/30146842.9%
〔ネ単〕 (Rank 37)2026/09/29156940.0%
GOODGODDOG (Rank 33)2026/09/2841231856.1%
lapislazuli (Rank 35)2026/09/271771041.2%
ぶーん (Rank 32)2026/09/221410471.4%
Melt (Rank 33)2026/09/18156940.0%
ATSHSHI (Rank 39)2026/09/111861233.3%
マサオチョップの廻天 (Rank 39)2026/09/092091145.0%
佐藤です (Rank 35)2026/09/0741251661.0%
PuzzG/ぱず爺 (Rank 35)2026/09/0321111052.4%
マンジャロ打ちたい (Rank 35)2026/08/3124111345.8%
interceptor (Rank 40)2026/08/0433181554.5%
けいすけ新宿 (Rank 33)2026/07/2938271171.0%

Round openings

Every character

crouch into Senchutai3K4248.7%
backdash into evade down3266.7%
crouch dash forward into throw escape2705.5%
Ko'en Senshi66K+G into Koryu Tenshinkyaku6K+G2384.9%
Jackal Straight46P+K1833.7%
forward dash into throwP+G1833.7%
Souko Sensou66P+K into Rouko Tekiga6P+KP+K1713.5%
Middle Spin Kick66K into Ten Kao6K1623.3%
Ducking6P+K+G into Crush Knee KickK+G1392.8%
crouch dash forward into guardG1242.5%
backdash into punchP1002.0%
Fukko Kensou1P962.0%
backdash into Stop Kick4K881.8%
backdash into Sako Soushou4P+K801.6%
Sharp Shoot1P741.5%

458 further openings account for the other 2,234 rounds.

Counted from 1,198 of the 1,406 matches played. The rest were not pulled for openings.

Lau

Career
1,655–1,530 · 52.0%
This season
809 matches · 49.8%
Peak rank
37

First hit in 48.0% of 2,595 rounds. Won 53.9% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: moves in first in 20.2% of rounds, against 14.6% in their other rounds.
  • Against El Blaze: backs off first in 47.2% of rounds, against 26.1% against everyone else.
  • After winning a round: attacks straight away in 43.5% of rounds, against 23.8% after losing one.
  • When ahead: attacks straight away in 38.5% of rounds, against 28.7% when level or behind.
  • In round 2: opens with “crouch into 3K Senchutai” in 20.3% of rounds, against 14.9% in their other rounds.
  • Against Akira: opens with “crouch dash forward into throw escape” in 10.7% of rounds, against 4.9% against everyone else.
  • After losing a round: opens with “crouch dash forward into throw escape” in 9.7% of rounds, against 2.8% after winning one.
  • When behind: opens with “crouch into 3K Senchutai” in 24.3% of rounds, against 14.8% when ahead or level.

How is this tested?

crouch into Senchutai3K42416.2%
Ko'en Senshi66K+G into Koryu Tenshinkyaku6K+G2389.1%
backdash into evade down1927.3%
Souko Sensou66P+K into Rouko Tekiga6P+KP+K1716.5%
crouch dash forward into throw escape1425.4%
forward dash into throwP+G1234.7%
Fukko Kensou1P963.7%
backdash into Sako Soushou4P+K803.1%
backdash into punchP572.2%
crouch dash forward into guardG471.8%
backdash into Junho Chushou33P431.6%
Kosoushou46P into forward dash401.5%
throwP+G321.2%
backward movement into Hou'ou Soushou6PP311.2%
crouch into Souchuken2P301.1%

228 further openings account for the other 868 rounds.

Counted from 638 of the 809 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
Lau22–26 · 46%7–9 · 44%too few to test
Akira29–23 · 56%3–4 · 43%too few to test
Jacky18–23 · 44%13–5 · 72%too few to test
Jean17–16 · 52%4–4 · 50%too few to test
Lei Fei14–13 · 52%8–6 · 57%too few to test
Jeffry13–10 · 57%11–5 · 69%too few to test
Aoi9–11 · 45%5–10 · 33%too few to test
Kage11–9 · 55%7–5 · 58%too few to test
Pai5–10 · 33%3–6 · 33%too few to test
Vanessa9–13 · 41%2–5 · 29%too few to test
Sarah8–3 · 73%6–5 · 55%too few to test
Shun4–6 · 40%7–5 · 58%too few to test
Goh6–4 · 60%8–2 · 80%too few to test
El Blaze5–7 · 42%4–2 · 67%too few to test
Wolf8–8 · 50%4–1 · 80%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.

171 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?

Brad

Career
879–804 · 52.2%
This season
538 matches · 53.5%
Peak rank
36

First hit in 45.6% of 2,083 rounds. Won 54.6% of the rounds they struck first, 50.4% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 7.4% of rounds, against 1.0% in their other rounds.
  • Against Goh: backs off first in 38.5% of rounds, against 26.4% against everyone else.
  • After opening the round before by waiting: waits first in 11.0% of rounds, against 3.4% after anything else.
  • After winning a round: attacks straight away in 61.0% of rounds, against 30.4% after losing one.
  • When ahead: attacks straight away in 56.5% of rounds, against 37.7% when level or behind.
  • In round 1: opens with “6P+K+G Ducking into K+G Crush Knee Kick” in 9.9% of rounds, against 5.6% in their other rounds.
  • Against Aoi: opens with “66K Middle Spin Kick into 6K Ten Kao” in 18.5% of rounds, against 7.1% against everyone else.
  • After winning a round: opens with “66K Middle Spin Kick into 6K Ten Kao” in 14.1% of rounds, against 3.7% after losing one.
  • When ahead: opens with “66K Middle Spin Kick into 6K Ten Kao” in 12.6% of rounds, against 4.5% when level or behind.

How is this tested?

Jackal Straight46P+K1838.8%
Middle Spin Kick66K into Ten Kao6K1627.8%
Ducking6P+K+G into Crush Knee KickK+G1396.7%
crouch dash forward into throw escape1225.8%
backdash into evade down1155.5%
backdash into Stop Kick4K884.2%
Sharp Shoot1P743.5%
crouch dash forward into guardG723.5%
forward dash into throwP+G572.7%
backward movement into Sawk Klab6P+K462.2%
backdash into Sway Back4P+K+G391.9%
crouch into Sit Jab2P391.9%
backdash into punchP381.8%
throwP+G into High Spin KickK+G381.8%
Further Low1K+G331.6%

229 further openings account for the other 842 rounds.

Counted from 514 of the 538 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lau26–26 · 50%18–27 · 40%too few to test
Akira13–11 · 54%6–5 · 55%too few to test
Goh13–11 · 54%7–6 · 54%too few to test
Shun10–9 · 53%6–5 · 55%too few to test
Aoi8–12 · 40%6–6 · 50%too few to test
Vanessa10–4 · 71%8–7 · 53%too few to test
Taka13–8 · 62%0–2 · 0%too few to test
Lion12–9 · 57%4–1 · 80%too few to test
Jean6–7 · 46%0–6 · 0%too few to test
Pai5–6 · 45%4–3 · 57%too few to test
Brad6–6 · 50%6–4 · 60%too few to test
Jeffry8–5 · 62%3–3 · 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?

Jacky

Career
147–110 · 57.2%
This season
59 matches · 61.0%
Peak rank
31

First hit in 54.5% of 191 rounds. Won 59.6% of the rounds they struck first, 51.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K into High Angle Upper Kick6K3618.9%
Step-in Middle Kick66K+G2111.0%
backdash into evade down199.9%
crouch into Low Spin Kick1K+G147.3%
Low Spin Kick1K+G84.2%
crouch dash forward into throw escape63.1%
backdash into punchP52.6%
crouch dash forward into guardG52.6%
guardG42.1%
guardG into throw escape42.1%
Dash Hammer Kick66K31.6%
Step-in Middle Kick66K+G into Groin Kick6K+G31.6%
crouch dash forward into Squat Straight2P31.6%
crouch into Squat Straight2P31.6%
forward dash into throwP+G31.6%

46 further openings account for the other 54 rounds.

Counted from 46 of the 59 matches played. The rest were not pulled for openings.

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 (32 here; about 1.6 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: 8 of 16 tests hold up
  • Brad: 9 of 16 tests hold up
  • Jacky: not tested (too few rounds)