VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

segaduck

Career matches2,363
Career win rate51.9%
Round win rate51.4%
Peak rank35
Distinct opponents49
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1694 #833 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

Lau352,3631,2261,13751.9%

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

644 of 644 rounds counted

8.2 inputs a second (492 a minute) this season. Faster than 75% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau8.2492644

By opponent's character

Jacky8.4502100
El Blaze7.846861
Akira8.450255
Lau8.450558
Jean8.148459
Dural8.048048
Kage8.350043
Vanessa7.847142
Lion8.450732
Shun8.450235
Jeffry8.550931
Wolf8.551225
Aoi8.148617
Goh7.947516
Taka7.444512
Brad8.04806
Pai8.04774

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

Jacky2415962.5%+14.9
El Blaze1661037.5%-8.8
Akira156940.0%-14.0
Lau1511473.3%+32.3
Jean1441028.6%-20.7
Dural1331023.1%-37.5
Kage116554.5%+7.2
Vanessa104640.0%-20.2
Lion97277.8%+25.3
Shun86275.0%+22.8
Jeffry72528.6%-25.8
Wolf65183.3%+26.4
Aoi52340.0%-14.9
Goh54180.0%+13.1
Taka31233.3%-34.4
Brad220100.0%+54.8
Pai110100.0%+32.9

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

Low Fence32141843.8%-8.9
Open23131056.5%+10.9
Breakable Full Fence1810855.6%-0.2
Single Wall1441028.6%-21.8
Breakable Half Fence127558.3%+11.1
Octagon126650.0%-3.8
Rectangle125741.7%-4.7
Full Fence106460.0%+1.9
Half Fence108280.0%+28.3
Full Fence and Open95455.6%-3.0

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls7456.8%52.6%+4.2
No walls6944.9%49.2%-4.2

Walls against open: +8.4 points (95% range -9.8 to +26.6), p 0.364 — 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

★闘将拉麵男★ (Rank 36)2026/09/13116554.5%
肉彦さん☆彡 (Rank 32)2026/09/1332166.7%
siroiro_16bit (Rank 37)2026/09/1396366.7%
aona (Rank 35)2026/09/1354180.0%
新鮮グミ (Rank 38)2026/09/1373442.9%
onigiryy_14 (Rank 35)2026/09/1352340.0%
LEO (Rank 36)2026/09/1331233.3%
zaduhkj (Rank 34)2026/09/0632166.7%
プリおじ (Rank 33)2026/09/0632166.7%
44884 (Rank 33)2026/09/0642250.0%
ENGLID (Rank 37)2026/09/0563350.0%
nanami.madogiwa (Rank 35)2026/09/05123925.0%
佐藤です (Rank 35)2026/09/05440100.0%
ドランクン//Konpay (Rank 38)2026/09/0532166.7%
무파ZeroBlue (Rank 35)2026/09/0582625.0%
Ray'ne (Rank 34)2026/09/0554180.0%
えなお (Rank 37)2026/09/0542250.0%
windowkhs (Rank 29)2026/08/23330100.0%
にすと ☆能登VF部 (Rank 30)2026/08/2254180.0%
けいすけ新宿 (Rank 33)2026/08/2262433.3%
juste (Rank 30)2026/08/2232166.7%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 30)2026/08/2231233.3%
orz (Rank 31)2026/08/2231233.3%
REDdog.狂犬 (Rank 33)2026/07/2552340.0%
Light (Rank 34)2026/07/2341325.0%

Round openings

Lau

Career
1,226–1,137 · 51.9%
This season
164 matches · 51.8%
Peak rank
35

First hit in 43.5% of 643 rounds. Won 55.7% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 29.9% of rounds, against 18.8% in their other rounds.
  • Against Jacky: moves in first in 34.0% of rounds, against 19.3% against everyone else.
  • After losing a round: attacks straight away in 46.6% of rounds, against 21.1% after winning one.
  • When behind: attacks straight away in 46.4% of rounds, against 27.3% when ahead or level.
  • After landing the first hit of the round before: evades first in 16.7% of rounds, against 9.1% after being hit first.
  • Against Jacky: opens with “forward movement into P punch” in 8.0% of rounds, against 3.1% against everyone else.
  • After winning a round: opens with “backdash into 1P+K Honshin Hekiken” in 18.7% of rounds, against 2.1% after losing one.
  • When ahead: opens with “backdash into 1P+K Honshin Hekiken” in 17.4% of rounds, against 4.9% when level or behind.

How is this tested?

Souko Sensou66P+K8513.2%
backdash into Honshin Hekiken1P+K568.7%
Ko'en Senshi66K+G into forward dash355.4%
forward movement into punchP253.9%
crouch into Chisoutai2K+G243.7%
crouch dash forward into Chisoutai2K+G223.4%
crouch into Senchutai3K203.1%
backdash into Kosoushou46P172.6%
backdash into Sako Soushou4P+K172.6%
backdash into Chisoutai2K+G152.3%
crouch dash forward into evade down101.6%
evade down into guardG91.4%
forward dash into throwP+G91.4%
Fukko Kensou1P81.2%
Kosoushou46P81.2%

134 further openings account for the other 284 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky9–4 · 69%4–4 · 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.

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: 8 of 15 tests hold up