VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lau

アル

Career matches322
Career win rate63.7%
Round win rate58.8%
Peak rank28
Distinct opponents72
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1503 #1,995 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

Lau2832220511763.7%

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

638 of 638 rounds counted

11.2 inputs a second (673 a minute) this season. Faster than 99% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau11.2673638

By opponent's character

Jacky11.367692
Lau11.669773
Brad11.166862
Akira11.468657
Wolf11.770447
Eileen11.468446
Jeffry11.166742
Lion11.267244
Aoi11.066235
Sarah10.160824
Goh10.865020
Lei Fei10.764321
Pai11.166421
El Blaze10.864517
Shun11.468219
Vanessa11.065913
Jean10.76415

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

Jacky2314960.9%-7.0
Lau1911857.9%-6.9
Brad1712570.6%+10.4
Akira1410471.4%+3.9
Wolf127558.3%-2.0
Eileen117463.6%+5.6
Jeffry104640.0%-26.9
Lion106460.0%-4.3
Aoi990100.0%+30.2
Sarah74357.1%-3.5
Goh52340.0%-17.4
Lei Fei53260.0%-12.5
Pai54180.0%+9.0
El Blaze440100.0%+44.6
Shun42250.0%-18.8
Vanessa330100.0%+46.2
Jean1010.0%-65.9

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

Breakable Half Fence22121054.5%-15.5
Breakable Full Fence2113861.9%+2.1
Open1813572.2%+3.9
Rectangle1710758.8%-4.4
Low Fence1410471.4%-0.9
Full Fence and Open127558.3%-5.2
Octagon1210283.3%+17.0
Single Wall118372.7%+15.7
Half Fence102820.0%-40.0
Full Fence87187.5%+30.4

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
Walls9060.0%63.1%-3.1
No walls4372.1%67.2%+4.9

Walls against open: -8.0 points (95% range -24.8 to +8.7), p 0.348 — 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

nagare004 (Rank 22)2026/06/2732166.7%
ratel-d9 (Rank 29)2026/06/2752340.0%
WeeWeeW (Rank 27)2026/06/2753260.0%
E-BB1 (Rank 28)2026/06/2021150.0%
bakureturanbu (Rank 31)2026/06/2031233.3%
fazz00r (Rank 29)2026/06/20220100.0%
いおす (Rank 27)2026/06/1732166.7%
ヒ・ジハー (Rank 30)2026/06/1231233.3%
tanechin (Rank 26)2026/06/1132166.7%
O-cha_GAMI-san-3 (Rank 25)2026/06/11220100.0%
midori6127 (Rank 26)2026/06/112020.0%
Penoco (Rank 23)2026/06/1132166.7%
nasumiso (Rank 28)2026/06/1132166.7%
SGEcho4649 (Rank 26)2026/06/1132166.7%
げんこつのオトト (Rank 25)2026/06/1163350.0%
EDO-and-EIN (Rank 23)2026/06/1154180.0%
たか (Rank 26)2026/06/1042250.0%
gimoring (Rank 26)2026/06/1031233.3%
toothy-limb74 (Rank 23)2026/06/1021150.0%
SouzaTheo (Rank 23)2026/06/0943175.0%
G.S (Rank 21)2026/06/0932166.7%
ぴろ (Rank 21)2026/06/0996366.7%
cs2skoda (Rank 23)2026/06/09440100.0%
クレヨンしんちゃん (Rank 24)2026/06/0931233.3%
akd-saka1067 (Rank 23)2026/06/0963350.0%

Round openings

Lau

Career
205–117 · 63.7%
This season
159 matches · 64.2%
Peak rank
28

First hit in 40.8% of 637 rounds. Won 60.8% of the rounds they struck first, 57.3% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 69.8% of rounds, against 45.5% in their other rounds.
  • In round 1: opens with “3K Senchutai” in 15.1% of rounds, against 8.1% in their other rounds.
  • After opening the round before with “3K Senchutai”: opens with “66P+K Souko Sensou” in 29.1% of rounds, against 16.4% after anything else.

How is this tested?

Souko Sensou66P+K12719.8%
Senchutai3K639.8%
Fukko Kensou1P355.5%
crouch dash forward into guardG294.5%
backdash into evade up274.2%
backdash into Kosoushou46P233.6%
evade up into crouch dash forward233.6%
forward movement into punchP233.6%
backdash into Sako Soushou4P+K213.3%
Fukko Kensou1P into Souchuken2P203.1%
crouch into Senchutai3K193.0%
Fukko Kensou1P into guardG162.5%
Souchuken2P101.6%
Risensou46P+K91.4%
crouch dash back into Saishikkyaku4K91.4%

98 further openings account for the other 188 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky7–6 · 54%1–0 · 100%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.

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: 3 of 15 tests hold up