VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

treason12345

Career matches1,731
Career win rate40.2%
Round win rate48.0%
Peak rank23
Distinct opponents87
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1210 #3,414 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

Lau231,7316961,03540.2%

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

618 of 716 rounds counted

6.3 inputs a second (379 a minute) this season. Faster than 26% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau6.3379618

By opponent's character

Akira6.2373104
Aoi6.740250
Lion6.035853
Kage6.036328
Wolf6.639850
Goh6.740447
Pai5.935636
Jacky6.337933
Jeffry6.539135
Sarah6.237044
El Blaze6.639819
Lau6.236932
Brad6.237516
Lei Fei5.533018
Shun6.438618
Jean6.639613
Eileen6.438412
Taka6.639810

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

Akira27101737.0%-9.4
Aoi1441028.6%-12.3
Lion147750.0%+0.2
Kage136746.1%+0.0
Wolf135838.5%-7.8
Goh128466.7%+23.0
Pai127558.3%+21.1
Jacky104640.0%-0.5
Jeffry105550.0%+9.4
Sarah104640.0%+1.3
El Blaze72528.6%-11.4
Lau74357.1%+9.3
Brad61516.7%-36.6
Lei Fei65183.3%+41.6
Shun61516.7%-18.3
Jean51420.0%-11.8
Eileen43175.0%+24.6
Taka41325.0%-18.9

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 Fence2581732.0%-14.9
Full Fence23121152.2%+13.0
Single Wall2081240.0%-2.7
Half Fence1911857.9%+16.9
Breakable Full Fence1761135.3%-9.4
Rectangle169756.2%+14.3
Octagon1531220.0%-27.5
Full Fence and Open148657.1%+10.6
Open113827.3%-11.2
Low Fence94544.4%-3.8

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
Walls11542.6%43.4%-0.8
No walls4037.5%42.4%-4.9

Walls against open: +4.1 points (95% range -13.2 to +21.5), p 0.642 — 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

naowai (Rank 21)2026/10/1842250.0%
minato (Rank 21)2026/10/1232166.7%
AiokometeZ (Rank 24)2026/10/1153260.0%
xXsoul-childXx (Rank 24)2026/10/094040.0%
スタンプジャンパー (Rank 23)2026/10/0931233.3%
shinkita (Rank 23)2026/10/0252340.0%
UNIQ (Rank 21)2026/09/3032166.7%
委員ちょ (Rank 21)2026/09/2632166.7%
ゅろぽ (Rank 22)2026/09/2653260.0%
chibo (Rank 24)2026/09/1831233.3%
김멋있다 (Rank 22)2026/09/1531233.3%
yasai (Rank 22)2026/09/134040.0%
Mon3tr (Rank 25)2026/09/0442250.0%
hijunglove (Rank 23)2026/08/3052340.0%
I'mabeginner (Rank 25)2026/08/3031233.3%
サーちゃん (Rank 22)2026/08/2462433.3%
hitokabe2003 (Rank 23)2026/08/0541325.0%
dalmax72 (Rank 25)2026/07/2762433.3%
ツーツ (Rank 21)2026/07/2531233.3%
ttfour@サラしかできないw (Rank 23)2026/07/2332166.7%
TaKaArAsHi573 (Rank 21)2026/07/23330100.0%
cs2skoda (Rank 23)2026/07/1242250.0%
*NIL-NEON* (Rank 22)2026/06/2143175.0%
mokoha_jean (Rank 21)2026/05/3132166.7%
chimichama (Rank 21)2026/05/2132166.7%

Round openings

Lau

Career
696–1,035 · 40.2%
This season
180 matches · 43.3%
Peak rank
23

First hit in 42.3% of 646 rounds. Won 53.9% of the rounds they struck first, 44.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 14.6% of rounds, against 6.3% in their other rounds.
  • In round 2: opens with “forward movement into PPP Raigekishou” in 21.5% of rounds, against 12.2% in their other rounds.

How is this tested?

forward movement into RaigekishouPPP9514.6%
evade down9013.8%
evade down into Koryu Tenshinkyaku6K+G7611.6%
evade down into Chisoutai2K+G253.8%
Genchi Senpukyaku8K+G into Rakuchi Kobikyaku8K+GK233.5%
guardG223.4%
evade down into Sako Soushou4P+K213.2%
forward movement into RenshouPP192.9%
Chisoutai2K+G182.8%
evade down into backdash172.6%
Koryu Tenshinkyaku6K+G132.0%
evade down into Touku Kosenkyaku9K132.0%
crouch dash back into evade down121.8%
evade down into Senkyaku Chushou3KP91.4%
evade down into Senkyaku Renkan Sakurokushou3KPP91.4%

79 further openings account for the other 191 rounds.

Counted from 164 of the 180 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira7–9 · 44%0–2 · 0%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.

16 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

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: 2 of 15 tests hold up