VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

たかしし

  • Jeffry
  • Lion
  • Vanessa
Career matches1,291
Career win rate54.7%
Round win rate45.4%
Peak rank30
Distinct opponents73
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1450 #2,340 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

Lau3089647642053.1%
Jeffry2724713810955.9%
Lion2699633663.6%
Vanessa1549292059.2%

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

271 of 758 rounds counted

8.4 inputs a second (507 a minute) this season. Faster than 79% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau8.5509266
Jeffry6.94155

By opponent's character

Akira8.651558
Jeffry9.054034
Pai8.349919
Jean8.249049
Goh9.356018
Jacky9.75834
Aoi8.550918
Shun7.947418
Brad9.054015
Kage7.84719
Sarah7.042217
Taka7.94755
Wolf9.05387

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

Akira41192246.3%+0.3
Jeffry1871138.9%-7.6
Pai1871138.9%+0.6
Jean158753.3%+10.9
Lau158753.3%+13.4
Goh1221016.7%-20.2
Jacky114736.4%-3.8
Aoi92722.2%-20.3
Shun63350.0%+1.4
Vanessa63350.0%+0.0
Brad54180.0%+37.0
Kage52340.0%-13.7
Lion52340.0%+10.4
Eileen41325.0%-10.3
Sarah42250.0%-23.8
Taka41325.0%-2.9
Lei Fei330100.0%+59.9
Wolf3030.0%-34.6
Dural110100.0%+63.7
El Blaze110100.0%+42.7

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

Single Wall29101934.5%-8.7
Breakable Full Fence25101540.0%-0.3
Half Fence2281436.4%-11.7
Low Fence2112957.1%+12.2
Breakable Half Fence2014670.0%+40.2
Octagon2061430.0%-14.1
Full Fence1871138.9%-7.3
Open124833.3%-13.6
Rectangle114736.4%-10.8
Full Fence and Open21150.0%-3.0

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
Walls11642.2%42.2%+0.0
No walls6241.9%44.2%-2.3

Walls against open: +2.3 points (95% range -12.9 to +17.5), p 0.769 — 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

jinjin (Rank 30)2026/06/22147750.0%
けいすけ新宿 (Rank 26)2026/06/2264266.7%
のみ (Rank 35)2026/06/2032166.7%
jiwoonpk (Rank 30)2026/06/18103730.0%
ルビーロマン葵 (Rank 29)2026/06/1453260.0%
Sinabro (Rank 27)2026/06/1494544.4%
鳩男 (Rank 30)2026/06/022020.0%
タイヨウ (Rank 29)2026/06/0243175.0%
力戦将棋チャンネル (Rank 27)2026/05/2932166.7%
drnneb75 (Rank 28)2026/05/2931233.3%
ヘニオ (Rank 32)2026/05/2951420.0%
うめおに。 (Rank 28)2026/05/223030.0%
syounai (Rank 26)2026/05/0831233.3%
hahaha (Rank 27)2026/05/0654180.0%
kyu (Rank 28)2026/05/063030.0%
HoAssYoAss (Rank 26)2026/04/2041325.0%
拳四郎 (Rank 27)2026/04/20106460.0%
yosiuki (Rank 24)2026/04/2032166.7%
태오 (Rank 30)2026/04/1931233.3%
氷結無糖グリーンアップル (Rank 27)2026/04/1831233.3%
T-J-J (Rank 21)2026/04/1632166.7%
KillBill (Rank 29)2026/04/114040.0%
Ruok? (Rank 28)2026/04/0232166.7%
たつや (Rank 39)2026/03/293030.0%
流形 (Rank 8)2026/03/28330100.0%

Round openings

Every character

crouch dash forward into guardG11815.6%
backdash into evade up10013.2%
evade down into guardG689.0%
crouch dash forward into evade down557.3%
backdash into Sako Soushou4P+K253.3%
backdash into Senchutai3K222.9%
evade down into forward dash182.4%
crouch dash forward into punchP131.7%
crouch dash forward into Chugeki6P101.3%
crouch dash forward into Low Knuckle2P101.3%
forward movement into punchP91.2%
backdash into Junho Chushou33P81.1%
backdash into punchP70.9%
crouch dash forward into throw escape70.9%
Defensive Style: backdash into Parrying High Kick (Deflect)46K60.8%

159 further openings account for the other 282 rounds.

Lau

Career
476–420 · 53.1%
This season
123 matches · 39.0%
Peak rank
30

First hit in 51.8% of 504 rounds. Won 49.0% of the rounds they struck first, 38.7% of the rounds they were struck first.

Significant Tells

  • On Low Fence stages: moves in first in 68.8% of rounds, against 34.9% on the other stages.
  • After opening the round before by moving in: moves in first in 55.9% of rounds, against 27.9% after anything else.
  • On Low Fence stages: opens with “crouch dash forward into G guard” in 29.2% of rounds, against 12.8% on the other stages.
  • After opening the round before with “crouch dash forward into G guard”: opens with “crouch dash forward into G guard” in 32.1% of rounds, against 11.9% after anything else.

How is this tested?

backdash into evade up8817.5%
crouch dash forward into guardG7514.9%
crouch dash forward into evade down458.9%
evade down into guardG458.9%
backdash into Sako Soushou4P+K255.0%
backdash into Senchutai3K224.4%
evade down into forward dash122.4%
crouch dash forward into Chugeki6P102.0%
backdash into Junho Chushou33P81.6%
crouch dash forward into punchP71.4%
backdash into Fukko Kensou1P61.2%
evade down into Souchuken2P61.2%
forward movement into punchP61.2%
backdash into Souko Sensou66P+K51.0%
backdash into punchP51.0%

77 further openings account for the other 139 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira3–9 · 25%5–6 · 45%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?

Jeffry

Career
138–109 · 55.9%
This season
44 matches · 56.8%
Peak rank
27

First hit in 54.4% of 180 rounds. Won 44.9% of the rounds they struck first, 56.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into guardG4022.1%
evade down into guardG2312.7%
backdash into evade up126.6%
crouch dash forward into Low Knuckle2P105.5%
evade down into forward dash63.3%
crouch dash forward into evade down52.8%
crouch dash forward into punchP52.8%
crouch dash forward into Body CrushP+K42.2%
crouch dash forward into Knee Attack6K42.2%
evade down into Body CrushP+K42.2%
evade down into Low Knuckle2P42.2%
backdash into Hell Claw236P31.7%
backdash into Toe Kick2K31.7%
forward movement into Body CrushP+K31.7%
forward movement into punchP31.7%

42 further openings account for the other 52 rounds.

Lion

Career
63–36 · 63.6%
This season
10 matches · 20.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into evade down512.5%
crouch dash forward into Katousui2P37.5%
crouch dash forward into Sen'inshou3P37.5%
crouch dash forward into guardG37.5%
Ukoushin46P+K25.0%
backdash into Tanhikyaku46K25.0%
crouch dash forward into throwP+G25.0%
crouch dash forward into throw escape25.0%
evade down into Sen'inshou3P25.0%
forward movement into Souji SenpuP+K25.0%
Juchou Senshou8P+K12.5%
Kishitsu Kasensou43P into evade down12.5%
Shicchi Soutai3K+G12.5%
Ukoushin46P+K into Ryusei Renkoushu46P+KP12.5%
Ukoushin46P+K into forward dash12.5%

9 further openings account for the other 9 rounds.

Vanessa

Career
29–20 · 59.2%
This season
9 matches · 55.6%
Peak rank
15

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: backdash into Parrying High Kick (Deflect)46K618.2%
Defensive Style: backdash into evade up618.2%
Defensive Style: backdash into Bone Crush Middle3K39.1%
Defensive Style: crouch dash forward into Stinger Low Blow1P+K26.1%
Defensive Style: evade down into punchP26.1%
Defensive Style: backdash into Boomerang Hook3P+K13.0%
Defensive Style: backdash into Shadow Slicer66K13.0%
Defensive Style: backdash into Sliding Low Kick1K+G13.0%
Defensive Style: backdash into Stinger Low Blow1P+K13.0%
Defensive Style: backdash into punchP13.0%
Defensive Style: backward movement into Ducking Body Blow66P13.0%
Defensive Style: crouch dash forward into Back Knuckle6P13.0%
Defensive Style: crouch dash forward into punchP13.0%
Defensive Style: crouch dash forward into throwP+G13.0%
Defensive Style: evade down into guardG13.0%

4 further openings account for the other 4 rounds.

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
  • Jeffry: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)