VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

Boris8100

  • Lion
  • Kage
Career matches576
Career win rate49.0%
Round win rate60.3%
Peak rank25
Distinct opponents16
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1480 Not ranked yet: the list needs 50 matches. See 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

Lau2431615116547.8%
Lion2525312512849.4%
Kage1676185.7%

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

51 of 116 rounds counted

9.4 inputs a second (566 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Lau9.758042
Kage8.34999

By opponent's character

Sarah9.757920
Shun9.858514
Jacky8.651413
Lau10.16054

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

Akira87187.5%+15.4
Pai43175.0%-0.2
Sarah41325.0%-31.7
Shun42250.0%-23.1
Jacky330100.0%+38.1
Lion220100.0%+23.4
Jean110100.0%+22.6
Jeffry1010.0%-53.3
Lau110100.0%+47.0
Vanessa1010.0%-63.5

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 Full Fence65183.3%+16.3
Full Fence62433.3%-33.7
Half Fence54180.0%+8.7
Low Fence43175.0%+9.3
Open330100.0%+24.9
Breakable Half Fence2020.0%-63.9
Rectangle110100.0%+40.1

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
Walls2060.0%66.4%-6.4
No walls785.7%71.6%+14.1

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

Most played opponents, most recent first

Garuyan (Rank 26)2026/09/03110100.0%
パニガーレ (Rank 25)2026/08/18110100.0%
FLAT (Rank 22)2026/08/0542250.0%
meine (Rank 25)2026/08/0231233.3%
gimoring (Rank 24)2026/05/251010.0%
snjpeeee (Rank 15)2026/05/24220100.0%
6132da (Rank 22)2026/04/08220100.0%
スタンプジャンパー (Rank 23)2026/04/0832166.7%
みの (Rank 21)2026/04/08220100.0%
ArU94y (Rank 28)2026/04/061010.0%
Namon (Rank 21)2026/03/31440100.0%
熟女♡ベネッサ (Rank 25)2026/03/311010.0%
AnchorMan (Rank 27)2026/03/31110100.0%
聖☆奈♡彡 (Rank 25)2026/03/31110100.0%
mr.bag (Rank 24)2026/03/301010.0%
TAL勇次 (Rank 22)2026/03/30110100.0%

Round openings

Every character

guardG into evade up119.5%
backdash into backward movement97.8%
crouch into Senkyutai1K97.8%
forward movement into backdash86.9%
forward movement into Honshin Hekiken1P+K65.2%
punchP43.5%
punchP into Koushu RensuiPP43.5%
crouch into Chisoutai2K+G32.6%
crouch into Rakugekishou3PP32.6%
guardG into Senkyutai1K32.6%
Hiji'uchi6P21.7%
Senkyutai1K21.7%
backdash into Kosoushou46P21.7%
crouch into Renkanshou3PPP21.7%
crouch into Senchutai3K21.7%

42 further openings account for the other 46 rounds.

Lion

Career
125–128 · 49.4%
This season
17 matches · 76.5%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Senkyutai1K913.8%
guardG into evade up913.8%
punchP into Koushu RensuiPP46.2%
backdash into backward movement34.6%
crouch into Rakugekishou3PP34.6%
forward movement into backdash34.6%
guardG into Senkyutai1K34.6%
Senkyutai1K23.1%
evade up23.1%
guardG23.1%
guardG into evade down23.1%
punchP23.1%
punchP into Souji SenpuP+K23.1%
Banchu6P into Banchu Renkanshu6PP11.5%
Koushu RensuiPP into Rensui SoushuPPP+K11.5%

17 further openings account for the other 17 rounds.

Lau

Career
151–165 · 47.8%
This season
10 matches · 50.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Honshin Hekiken1P+K614.3%
forward movement into backdash511.9%
backdash into backward movement49.5%
crouch into Chisoutai2K+G37.1%
backdash into Kosoushou46P24.8%
crouch into Renkanshou3PPP24.8%
crouch into Senchutai3K24.8%
guardG into evade up24.8%
backdash12.4%
backdash into Honshin Hekiken1P+K12.4%
backdash into Junho Renshou33PP12.4%
backdash into Kensou4P12.4%
backdash into Sako Soushou4P+K12.4%
backdash into down-forward kick+guard3K+G12.4%
backward movement into Honshin Hekiken1P+K12.4%

9 further openings account for the other 9 rounds.

Kage

Career
6–1 · 85.7%
This season
2 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'uchi6P222.2%
backdash into backward movement222.2%
punchP222.2%
Hiji'uchi6P into backward movement111.1%
Rasen4P into Rasen Urageri4PK111.1%
backdash into Fusenjin3P111.1%

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

  • Lion: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Kage: not tested (too few rounds)