VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

Dragonblooded86

  • Taka
  • Wolf
Career matches539
Career win rate50.5%
Round win rate54.5%
Peak rank26
Distinct opponents21
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1455 #2,300 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

Lau—1969410248.0%
Wolf23167788946.7%
Taka26153906358.8%
Jacky—138561.5%
Akira—102820.0%

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

145 of 213 rounds counted

6.0 inputs a second (361 a minute) this season. Faster than 19% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka6.1368124
Wolf5.332121

By opponent's character

Pai5.935445
Jacky5.43227
Akira6.136621
Eileen6.036121
Lion6.639619
Jean6.13664
Lau5.83508
Shun5.834917
Sarah6.53933

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

Pai1110190.9%+23.8
Jacky82625.0%-20.3
Akira65183.3%+4.3
Eileen52340.0%-34.5
Lion53260.0%+4.4
Taka52340.0%+10.0
Jean41325.0%-14.8
Lau42250.0%-13.9
Shun440100.0%+21.8
Vanessa220100.0%+59.1
Sarah1010.0%-91.7

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

Half Fence126650.0%+3.7
Octagon83537.5%-12.0
Breakable Half Fence64266.7%+9.0
Rectangle64266.7%-12.5
Full Fence54180.0%-5.8
Low Fence42250.0%-3.1
Open440100.0%+36.4
Single Wall32166.7%+15.4
Breakable Full Fence220100.0%+27.1
Full Fence and Open1010.0%-14.6

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
Walls3959.0%60.0%-1.0
No walls1172.7%57.5%+15.2

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

Marbles (Rank 19)65183.3%
gH0s7 (Rank 21)660100.0%
PhaserCatGamesLLC (Rank 21)54180.0%
DJBustANut (Rank 21)42250.0%
LameOne (Rank 21)440100.0%
DDT (Rank 21)32166.7%
Dice (Rank 25)31233.3%
Rthg (Rank 23)31233.3%
CheekSeekah (Rank 39)2020.0%
ChiefProphet (Rank 17)220100.0%
GyantSpyder (Rank 18)220100.0%
LethalLegendK (Rank 30)2020.0%
Nychta (Rank 23)220100.0%
SDVF|JINXHAND (Rank 30)2020.0%
VF31998 (Rank 31)2020.0%
lotfalibabak (Rank 5)220100.0%
BlazeXIII (Rank 22)1010.0%
JAWattack (Rank 26)1010.0%
Rattlehead24oz (Rank 11)1010.0%
ThebigThonk (Rank 37)1010.0%
pg67_ab (Rank 26)1010.0%

Most played opponents, most recent first

Rattlehead24oz (Rank 11)2026/08/021010.0%
SDVF|JINXHAND (Rank 30)2026/06/182020.0%
LethalLegendK (Rank 30)2026/06/072020.0%
Marbles (Rank 19)2026/06/0765183.3%
DJBustANut (Rank 21)2026/06/0742250.0%
LameOne (Rank 21)2026/06/07440100.0%
Dice (Rank 25)2026/06/0531233.3%
JAWattack (Rank 26)2026/06/041010.0%
gH0s7 (Rank 21)2026/06/04660100.0%
ChiefProphet (Rank 17)2026/06/04220100.0%
pg67_ab (Rank 26)2026/06/041010.0%
PhaserCatGamesLLC (Rank 21)2026/05/2654180.0%
VF31998 (Rank 31)2026/05/172020.0%
Rthg (Rank 23)2026/05/1531233.3%
DDT (Rank 21)2026/05/1032166.7%
CheekSeekah (Rank 39)2026/05/062020.0%
Nychta (Rank 23)2026/05/06220100.0%
BlazeXIII (Rank 22)2026/04/041010.0%
lotfalibabak (Rank 5)2026/03/28220100.0%
ThebigThonk (Rank 37)2026/03/281010.0%
GyantSpyder (Rank 18)2026/03/28220100.0%

Round openings

Every character

Aka'oni MidaremageP+K3114.6%
Kachi'age33P+K209.4%
evade up136.1%
evade up into Kumoyaburi4P+K125.6%
Elbow Butt4P94.2%
punchP into kickK83.8%
Screw Hook63214P into Screw Lariat63214PP73.3%
punchP73.3%
Kumoyaburi4P+K into Aka'oni MidaremageP+K62.8%
Low Hammer2P62.8%
evade up into throwP+G62.8%
forward movement into Elbow Butt4P62.8%
Shita Harite2P41.9%
Heavy Toe Kick4K+G into throwP+G31.4%
Kumoyaburi4P+K31.4%

52 further openings account for the other 72 rounds.

Taka

Career
90–63 · 58.8%
This season
32 matches · 62.5%
Peak rank
26

First hit in 43.5% of 124 rounds. Won 68.5% of the rounds they struck first, 48.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Aka'oni MidaremageP+K3125.0%
Kachi'age33P+K2016.1%
evade up into Kumoyaburi4P+K129.7%
evade up97.3%
Kumoyaburi4P+K into Aka'oni MidaremageP+K64.8%
Shita Harite2P43.2%
evade up into throwP+G43.2%
punchP43.2%
Kumoyaburi4P+K32.4%
Onigoroshi3P into throwP+G32.4%
Chu Tsuppari6P+K21.6%
Kirikabu Kudaki1P+K21.6%
Mawashi Harite44P21.6%
forward movement into Aka'oni MidaremageP+K21.6%
Kachi'age33P+K into evade down10.8%

19 further openings account for the other 19 rounds.

Wolf

Career
78–89 · 46.7%
This season
23 matches · 56.5%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Elbow Butt4P910.1%
punchP into kickK89.0%
Screw Hook63214P into Screw Lariat63214PP77.9%
Low Hammer2P66.7%
forward movement into Elbow Butt4P66.7%
evade up44.5%
Heavy Toe Kick4K+G into throwP+G33.4%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K33.4%
R.A.W. AvengerP+K+G33.4%
punchP33.4%
Gasp Kneel Palm Bomb6P+K22.2%
Heavy Toe Kick4K+G22.2%
Quick Shoulder66P+K22.2%
R.A.W. AvengerP+K+G into throwP+G22.2%
Regret Discharge33P+K22.2%

23 further openings account for the other 27 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Taka: not tested (too few rounds)
  • Wolf: not tested (too few rounds)