VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

*******

  • Jacky
  • Akira
  • Wolf
Career matches522
Career win rate69.3%
Round win rate60.2%
Peak rank27
Distinct opponents81
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1521 #1,875 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

Lau261821305271.4%
Jacky27143974667.8%
Akira27131884367.2%
Wolf2566471971.2%

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

357 of 578 rounds counted

7.6 inputs a second (453 a minute) this season. Faster than 61% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.840742
Akira8.4504176
Wolf6.6398118
Lau7.243121

By opponent's character

Shun7.444459
Akira7.544946
Aoi7.947437
Wolf7.14288
El Blaze7.746144
Lion7.444643
Pai7.947622
Jacky7.343834
Kage7.947620
Goh8.45057
Jeffry6.840512
Sarah6.74005
Brad8.75214
Lei Fei8.04809
Jean6.23704
Taka6.74023

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

Shun2319482.6%+7.2
Akira1910952.6%-13.9
Aoi1610662.5%-9.4
Wolf1610662.5%+5.6
El Blaze1513286.7%+17.6
Lion139469.2%-9.0
Pai116554.5%-3.1
Jacky94544.4%-23.2
Kage74357.1%-16.4
Goh440100.0%+44.2
Jeffry43175.0%+6.0
Sarah32166.7%+11.7
Brad220100.0%+43.8
Lei Fei220100.0%+17.5
Jean110100.0%+44.3
Lau1010.0%-62.8
Taka110100.0%+17.4

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

Single Wall2115671.4%-1.9
Breakable Full Fence2012860.0%-6.8
Low Fence1613381.2%+10.9
Rectangle168850.0%-18.9
Breakable Half Fence149564.3%-5.8
Octagon1312192.3%+25.0
Half Fence118372.7%+6.3
Open119281.8%+22.2
Full Fence72528.6%-40.9
Full Fence and Open54180.0%+13.7

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
Walls8163.0%67.5%-4.6
No walls4877.1%69.8%+7.2

Walls against open: -11.8 points (95% range -29.6 to +6.0), p 0.193 — 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

イチゲン (Rank 28)2026/07/0531233.3%
cokeshi (Rank 28)2026/06/2943175.0%
HEKOMI (Rank 23)2026/06/23660100.0%
NEKOz (Rank 24)2026/06/21220100.0%
fazz00r (Rank 27)2026/06/2121150.0%
neco (Rank 23)2026/06/2013130100.0%
まろんた (Rank 24)2026/06/17330100.0%
omuretukun (Rank 23)2026/06/17220100.0%
michinaru (Rank 21)2026/06/1632166.7%
mori&pp (Rank 27)2026/06/102020.0%
アオゾラ。aozora (Rank 26)2026/06/1032166.7%
CELIS (Rank 27)2026/06/102020.0%
chimichama (Rank 21)2026/06/0832166.7%
syounai (Rank 27)2026/05/312020.0%
ガンオンやりたひ (Rank 28)2026/05/31330100.0%
kouchant0051 (Rank 23)2026/05/30220100.0%
フォアグラ (Rank 24)2026/05/3031233.3%
kuni_sato (Rank 23)2026/05/30220100.0%
tawava (Rank 28)2026/05/2621150.0%
0Y-Y0 (Rank 21)2026/05/17330100.0%
委員ちょ (Rank 21)2026/05/17330100.0%
ER_higante (Rank 27)2026/05/1152340.0%
MUGENHONDA (Rank 21)2026/05/08330100.0%
こて (Rank 24)2026/05/062020.0%
ズサ齋藤 (Rank 24)2026/05/0521150.0%

Round openings

Every character

Rimon Chouchu66P376.4%
backdash into evade up295.0%
crouch dash forward into guardG264.5%
crouch dash forward into punchP244.2%
Arrow Knuckle3P into guardG193.3%
crouch into Squat Straight2P162.8%
Arrow Knuckle3P142.4%
crouch dash back into guardG122.1%
crouch dash forward into Housui2P111.9%
crouch into Low Hammer2P111.9%
Spinning Back Knuckle4P into Double Back Knuckle4PP101.7%
Souka Housui3P+K into forward dash91.6%
crouch dash forward into evade down91.6%
Low Drop Kick62K81.4%
crouch dash forward into throw escape81.4%

176 further openings account for the other 336 rounds.

Jacky

Career
97–46 · 67.8%
This season
52 matches · 63.5%
Peak rank
27

First hit in 48.2% of 199 rounds. Won 58.3% of the rounds they struck first, 62.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Squat Straight2P168.0%
backdash into evade up157.5%
crouch dash forward into guardG126.0%
Spinning Back Knuckle4P into Double Back Knuckle4PP105.0%
crouch dash forward into punchP94.5%
Slant Back Knuckle1P73.5%
Spinning Back Knuckle4P63.0%
backdash into Double Back Knuckle4PP63.0%
crouch dash back into guardG52.5%
crouch dash forward into Jab Double StraightPPP52.5%
crouch dash forward into Squat Straight2P52.5%
backdash into Side Hook Turn44P42.0%
punchP into Jab StraightPP42.0%
Middle Smash6P31.5%
Slant Back Knuckle1P into kickK31.5%

62 further openings account for the other 90 rounds.

Akira

Career
88–43 · 67.2%
This season
45 matches · 68.9%
Peak rank
27

First hit in 55.1% of 176 rounds. Won 65.0% of the rounds they struck first, 57.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P3721.0%
crouch dash forward into Housui2P116.2%
Souka Housui3P+K into forward dash95.1%
crouch dash forward into punchP84.5%
backdash into Rimon Chouchu66P74.0%
backdash into Youhou33P74.0%
crouch dash forward into guardG74.0%
backdash into evade up63.4%
Jouho Touken6P52.8%
backdash into Jouho Senshou46P42.3%
crouch dash forward into throw escape42.3%
Jouho Senshou46P31.7%
backdash into punchP31.7%
crouch dash back into Jouho Senshou46P31.7%
crouch dash back into Jouho Touken6P31.7%

49 further openings account for the other 59 rounds.

Wolf

Career
47–19 · 71.2%
This season
31 matches · 74.2%
Peak rank
25

First hit in 60.8% of 130 rounds. Won 60.8% of the rounds they struck first, 56.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Arrow Knuckle3P into guardG1914.2%
Arrow Knuckle3P1410.4%
crouch into Low Hammer2P118.2%
Low Drop Kick62K86.0%
backdash into evade up53.7%
crouch dash forward into guardG53.7%
crouch dash forward into Low Hammer2P43.0%
crouch dash forward into evade down43.0%
crouch dash forward into punchP43.0%
punchP43.0%
Comet Hook1P32.2%
Comet Hook1P into guardG32.2%
forward movement into Elbow Butt4P32.2%
Arrow Knuckle3P into evade down21.5%
Comet Hook1P into punchP21.5%

33 further openings account for the other 43 rounds.

Lau

Career
130–52 · 71.4%
This season
19 matches · 68.4%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into Souchuken2P57.2%
crouch dash back into guardG45.8%
crouch dash forward into evade down45.8%
backdash into evade up34.3%
crouch dash back into Junho Chushou33P34.3%
crouch dash back into Kosoushou46P34.3%
crouch dash back into Sako Soushou4P+K34.3%
crouch dash back into backdash34.3%
crouch dash back into evade down34.3%
crouch dash forward into punchP34.3%
crouch dash forward into throw escape34.3%
guardG34.3%
crouch dash back into Ko'en Souken2P+K22.9%
crouch dash forward into guardG22.9%
guardG into evade down22.9%

23 further openings account for the other 23 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

  • Jacky: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Lau: not tested (too few rounds)