VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

Konjikinoame

  • Akira
Career matches8,978
Career win rate49.0%
Round win rate49.9%
Peak rank27
Distinct opponents307
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1388 #2,717 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

Lau278,9784,3984,58049.0%
Akira21000—

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

2,780 of 3,147 rounds counted

5.5 inputs a second (327 a minute) this season. Faster than 7% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau5.53272,775
Akira6.13665

By opponent's character

Akira5.4324573
Jacky5.5333311
Sarah5.3318244
Pai5.6336163
Lau5.5327152
Aoi5.5329137
Wolf5.8345109
Goh5.3320134
Kage5.4324112
Jeffry5.532782
Shun5.4324111
Jean5.834787
Lei Fei5.4326103
Brad5.332084
Vanessa5.231176
El Blaze5.331658
Lion5.532970
Taka5.734166
Dural5.633664
Eileen5.734144

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

Akira160936758.1%+3.7
Jacky93494452.7%+3.4
Sarah64313348.4%-6.4
Pai47262155.3%+11.4
Lau43281565.1%+12.5
Aoi39201951.3%+1.6
Wolf39211853.9%+3.4
Goh35112431.4%-18.6
Kage31131841.9%-3.3
Jeffry29161355.2%+6.8
Shun2982127.6%-15.2
Jean26121446.1%-7.2
Lei Fei2617965.4%+17.7
Brad2251722.7%-23.8
Vanessa2141719.1%-26.1
El Blaze1981142.1%+1.2
Lion1812666.7%+18.1
Taka178947.1%-3.7
Dural167943.8%-7.2
Eileen169756.2%-0.2

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 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 Wall98465246.9%-5.4
Breakable Full Fence95464948.4%-1.2
Octagon82453754.9%+2.7
Open78443456.4%+5.7
Rectangle75433257.3%+5.1
Breakable Half Fence73314242.5%-8.2
Half Fence70333747.1%-3.1
Low Fence69333647.8%+0.2
Full Fence67333449.2%-0.1
Full Fence and Open48252352.1%+6.9

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls46250.0%50.7%-0.7
No walls24550.2%50.4%-0.2

Walls against open: -0.5 points (95% range -8.8 to +7.8), p 0.908 — 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

Lucas (Rank 27)2026/09/0484450.0%
isotopic_tundra5 (Rank 21)2026/09/0463350.0%
9779797 (Rank 26)2026/07/2986275.0%
zxyzguy (Rank 24)2026/07/2598188.9%
e4r (Rank 21)2026/07/2297277.8%
unknown (Rank 25)2026/07/2087187.5%
accelelam1001 (Rank 21)2026/07/20109190.0%
Momomia (Rank 25)2026/07/201881044.4%
技術応用部/初心者 (Rank 21)2026/07/2096366.7%
omuretukun (Rank 22)2026/07/191310376.9%
ぽん (Rank 26)2026/07/1962433.3%
Rosagigantea (Rank 27)2026/07/0874357.1%
首長族 (Rank 26)2026/07/0881712.5%
たけし (Rank 25)2026/06/3083537.5%
WeeWeeW (Rank 27)2026/06/2986275.0%
gimoring (Rank 25)2026/06/2963350.0%
temp-6250323 (Rank 24)2026/06/24116554.5%
bigboss25189 (Rank 22)2026/06/1996366.7%
king3275junghwan (Rank 23)2026/06/1976185.7%
jiwoonpk (Rank 29)2026/06/1663350.0%
ありがとナス (Rank 27)2026/06/1462433.3%
Angelus619 (Rank 26)2026/06/0962433.3%
カプリッチョ (Rank 24)2026/05/3173442.9%
TaKaArAsHi573 (Rank 26)2026/05/2973442.9%
TAIDADA (Rank 26)2026/03/3063350.0%

Round openings

Every character

backdash into Kensou4P2979.5%
crouch dash back into Shakashou3P2859.1%
crouch dash back1645.2%
Sako Soushou4P+K1173.7%
Souko Sensou66P+K922.9%
Sako Soushou4P+K into Tenshin EngekishouP+K882.8%
crouch into down-back kick+guard1K+G832.6%
crouch dash back into Sako Soushou4P+K722.3%
Fukko Kensou1P672.1%
Souko Sensou66P+K into Tenshin EngekishouP+K642.0%
crouch dash back into Fukko Kensou1P642.0%
crouch into down-back kick1K642.0%
crouch dash back into RenshouPP622.0%
Hi'en Tenshinshou44P into Hi'en Renshou44PP591.9%
crouch dash back into Honshin Hekiken1P+K591.9%

240 further openings account for the other 1,498 rounds.

Counted from 782 of the 790 matches played. The rest were not pulled for openings.

Lau

Career
4,398–4,580 · 49.0%
This season
789 matches · 50.3%
Peak rank
27

First hit in 43.6% of 3,089 rounds. Won 53.7% of the rounds they struck first, 47.1% of the rounds they were struck first.

Significant Tells

  • In round 3: attacks straight away in 39.7% of rounds, against 32.0% in their other rounds.
  • Against Akira: attacks straight away in 40.4% of rounds, against 32.2% against everyone else.
  • After losing a round: waits first in 11.6% of rounds, against 5.2% after winning one.
  • When behind: waits first in 11.7% of rounds, against 7.1% when ahead or level.
  • In round 4 or later: opens with “66P+K Souko Sensou” in 5.0% of rounds, against 2.2% in their other rounds.
  • Against Akira: opens with “backdash into 4P Kensou” in 14.5% of rounds, against 8.2% against everyone else.
  • After winning a round: opens with “crouch dash back into 3P Shakashou” in 11.5% of rounds, against 8.0% after losing one.
  • When ahead: opens with “66P+K Souko Sensou” in 5.3% of rounds, against 2.1% when level or behind.
  • After landing the first hit of the round before: opens with “backdash into 4P Kensou” in 12.1% of rounds, against 9.7% after being hit first.

How is this tested?

backdash into Kensou4P2979.5%
crouch dash back into Shakashou3P2859.1%
crouch dash back1635.2%
Sako Soushou4P+K1173.7%
Souko Sensou66P+K922.9%
Sako Soushou4P+K into Tenshin EngekishouP+K882.8%
crouch into down-back kick+guard1K+G832.6%
crouch dash back into Sako Soushou4P+K722.3%
Fukko Kensou1P672.1%
Souko Sensou66P+K into Tenshin EngekishouP+K642.0%
crouch dash back into Fukko Kensou1P642.0%
crouch into down-back kick1K642.0%
crouch dash back into RenshouPP622.0%
Hi'en Tenshinshou44P into Hi'en Renshou44PP591.9%
crouch dash back into Honshin Hekiken1P+K591.9%

236 further openings account for the other 1,494 rounds.

Counted from 781 of the 789 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
Akira55–41 · 57%33–18 · 65%-7.1
Jacky26–24 · 52%12–13 · 48%too few to test
Sarah17–19 · 47%14–12 · 54%too few to test
Pai13–13 · 50%11–6 · 65%too few to test
Lau22–12 · 65%4–1 · 80%too few to test
Aoi17–8 · 68%2–9 · 18%too few to test
Wolf11–11 · 50%4–5 · 44%too few to test
Goh7–13 · 35%2–8 · 20%too few to test
Jeffry14–8 · 64%1–4 · 20%too few to test
Kage10–11 · 48%2–4 · 33%too few to test
Shun4–13 · 24%3–6 · 33%too few to test
Jean8–12 · 40%3–0 · 100%too few to test
Lei Fei5–1 · 83%11–7 · 61%too few to test
Vanessa2–14 · 12%1–3 · 25%too few to test
Brad3–9 · 25%1–6 · 14%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

8 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?

Akira

Career
0–0 · —
This season
1 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chouzan Housui46P+K into SoutoP+K120.0%
Rimon Chouchu66P into punchP120.0%
back punch+kick4P+K120.0%
crouch dash back120.0%
crouch dash back into Souka Housui3P+K120.0%

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 (17 here; about 0.9 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: 9 of 17 tests hold up
  • Akira: not tested (too few rounds)