VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

kidman_ma

  • Lau
  • Jeffry
Career matches1,088
Career win rate59.6%
Round win rate56.0%
Peak rank28
Distinct opponents58
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1566 #1,566 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

Taka—91254336959.5%
Lau28123725158.5%
Jeffry2853332062.3%

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

364 of 480 rounds counted

7.7 inputs a second (460 a minute) this season. Faster than 64% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau7.7460364

By opponent's character

Akira7.746492
Jacky7.746455
Pai7.846728
Lion7.243118
Jean7.947429
Wolf7.947320
Brad7.746120
Shun7.444522
Jeffry8.148524
Sarah7.243419
Dural7.545212
Taka7.344110
Vanessa7.44425
El Blaze7.44465
Goh7.14255

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

Akira3325875.8%+13.6
Jacky168850.0%-6.9
Pai127558.3%-1.5
Lion95455.6%-12.0
Jean85362.5%+12.0
Wolf82625.0%-32.7
Brad74357.1%-11.7
Shun74357.1%+2.1
Jeffry62433.3%-16.6
Sarah42250.0%-6.1
Dural330100.0%+30.6
Taka32166.7%+10.7
Vanessa330100.0%+39.1
El Blaze110100.0%+30.1
Goh1010.0%-43.5

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

Half Fence23101343.5%-15.4
Single Wall149564.3%+1.2
Low Fence136746.1%-16.6
Full Fence126650.0%-6.9
Open1210283.3%+26.3
Octagon107370.0%+2.6
Rectangle109190.0%+27.3
Breakable Full Fence85362.5%-1.7
Breakable Half Fence74357.1%-4.2
Full Fence and Open52340.0%-16.9

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
Walls7058.6%60.4%-1.8
No walls3964.1%61.4%+2.7

Walls against open: -4.6 points (95% range -23.3 to +14.2), p 0.633 — 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

nyu_necoginjo (Rank 26)2026/09/15220100.0%
E-BB1 (Rank 30)2026/09/1532166.7%
KAZ-morimorimiso- (Rank 27)2026/09/152020.0%
BANANA (Rank 31)2026/09/1532166.7%
ryu0613 (Rank 28)2026/09/1531233.3%
クロサギ@はなちゃん (Rank 31)2026/09/1552340.0%
SYMsgecho (Rank 28)2026/09/1343175.0%
monky-d-taku (Rank 30)2026/09/1321150.0%
ft-14a-fei-yen (Rank 26)2026/09/13330100.0%
takeyan5608 (Rank 30)2026/09/1332166.7%
igyoken55 (Rank 29)2026/09/0754180.0%
neary (Rank 29)2026/09/072020.0%
ukishiro (Rank 24)2026/09/07220100.0%
jieraiya39 (Rank 29)2026/09/0732166.7%
prestidigitator0 (Rank 27)2026/09/0731233.3%
nidone_55 (Rank 25)2026/09/0731233.3%
misoazy (Rank 26)2026/09/0342250.0%
omuretukun (Rank 25)2026/09/0343175.0%
いおす (Rank 28)2026/09/0231233.3%
Jyuryoku_Eileen (Rank 26)2026/09/02330100.0%
ガリバー (Rank 29)2026/09/0243175.0%
なっちゃんねる (Rank 26)2026/03/30330100.0%
mini564160 (Rank 29)2026/03/30220100.0%
プリンセス★不健康 (Rank 30)2026/03/3031233.3%
鳶飛戾天,魚躍於淵 (Rank 24)2026/03/30220100.0%

Round openings

Every character

backdash into evade up5411.2%
forward movement into punchP336.9%
backdash into Senchutai3K326.7%
forward dash into evade up224.6%
backdash into Kosoushou46P153.1%
backdash into Double Hammer Down43P132.7%
backdash into Risensou46P+K132.7%
crouch dash back into kickK102.1%
crouch into Souchuken2P102.1%
evade down102.1%
evade down into crouch dash forward102.1%
punchP102.1%
backdash into evade down91.9%
Senchutai3K81.7%
crouch into Low Knuckle2P81.7%

114 further openings account for the other 223 rounds.

Lau

Career
72–51 · 58.5%
This season
89 matches · 56.2%
Peak rank
28

First hit in 46.3% of 363 rounds. Won 56.0% of the rounds they struck first, 51.3% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade up4011.0%
backdash into Senchutai3K328.8%
forward movement into punchP308.2%
backdash into Kosoushou46P154.1%
backdash into Risensou46P+K133.6%
forward dash into evade up133.6%
crouch dash back into kickK102.8%
crouch into Souchuken2P102.8%
Senchutai3K82.2%
crouch into Senchutai3K82.2%
Ko'en Senshi66K+G71.9%
backdash into evade down71.9%
evade down71.9%
backdash into guardG61.6%
evade down into crouch dash forward61.6%

87 further openings account for the other 152 rounds.

Jeffry

Career
33–20 · 62.3%
This season
32 matches · 71.9%
Peak rank
28

First hit in 52.2% of 115 rounds. Won 68.3% of the rounds they struck first, 60.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1412.1%
backdash into Double Hammer Down43P1311.2%
forward dash into evade up97.8%
crouch into Low Knuckle2P86.9%
punchP54.3%
punchP into Double KnucklePP54.3%
evade down into crouch dash forward43.5%
forward dash into evade down43.5%
Full Swing Double Hammer41236P+K32.6%
evade down32.6%
forward movement into punchP32.6%
guardG into throw escape32.6%
punchP into Sunlit Body Upper3P+K32.6%
punchP into evade down32.6%
Low Knuckle2P21.7%

27 further openings account for the other 34 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 (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Lau: 0 of 14 tests hold up
  • Jeffry: not tested (too few rounds)