VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

WeeWeeW

Career matches6,217
Career win rate49.2%
Round win rate49.1%
Peak rank28
Distinct opponents265
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1426 #2,499 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

Lau286,2173,0583,15949.2%

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

3,909 of 4,297 rounds counted

8.4 inputs a second (505 a minute) this season. Faster than 78% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau8.45053,909

By opponent's character

Akira8.3496556
Jacky8.8527440
Wolf8.5510408
Jeffry8.6515311
Sarah8.5512282
Kage8.0478236
Goh8.6515217
El Blaze8.3501178
Pai8.2494209
Lion8.4506161
Aoi8.2495122
Lau8.2493122
Shun8.4502114
Eileen8.4504117
Brad8.2493108
Jean8.651896
Taka8.148497
Lei Fei8.651452
Dural8.450643
Vanessa8.651840

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

Akira142835958.5%+6.5
Jacky122527042.6%-3.3
Wolf120526843.3%-2.7
Jeffry83354842.2%-6.9
Sarah71323945.1%+0.4
Kage67313646.3%-3.6
Goh59312852.5%+5.2
El Blaze55262947.3%+3.7
Pai54322259.3%+13.9
Lion41162539.0%-7.6
Aoi39221756.4%+3.1
Lau36152141.7%-6.2
Shun33191457.6%+6.2
Eileen32141843.8%-9.1
Brad29101934.5%-11.5
Jean29161355.2%+10.0
Taka2291340.9%-1.2
Lei Fei178947.1%-4.6
Dural116554.5%+1.1
Vanessa105550.0%+0.6

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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

Full Fence156748247.4%-2.2
Rectangle125665952.8%+5.0
Breakable Full Fence118605850.9%+3.6
Single Wall110535748.2%+0.6
Octagon107476043.9%-3.0
Open101475446.5%-1.9
Breakable Half Fence99445544.4%-1.9
Half Fence97475048.5%-0.5
Low Fence85414448.2%+0.6
Full Fence and Open30121840.0%-7.8

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
Walls70248.1%47.9%+0.2
No walls29647.6%47.9%-0.2

Walls against open: +0.4 points (95% range -6.5 to +7.4), p 0.906 — 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

Laozhou (Rank 28)2026/10/18115645.5%
HavocWingPLZG (Rank 26)2026/10/18157846.7%
さざび (Rank 29)2026/10/18115645.5%
twinsshine (Rank 27)2026/10/171712570.6%
μ (Rank 26)2026/10/1632122037.5%
xXsoul-childXx (Rank 30)2026/10/161331023.1%
dalmax72 (Rank 23)2026/10/161911857.9%
BANANA (Rank 29)2026/10/12115645.5%
格雷希欧 (Rank 25)2026/10/081610662.5%
UNIQ (Rank 23)2026/10/05147750.0%
エルモchYT★プなれ★ (Rank 28)2026/09/251811761.1%
忘本朱の父 (Rank 27)2026/09/25104640.0%
失礼!スマッシュ☆彡 (Rank 27)2026/09/25127558.3%
DDaDDai (Rank 28)2026/09/181751229.4%
PKG (Rank 28)2026/09/11146842.9%
gimoring (Rank 27)2026/08/22125741.7%
wcc6181 (Rank 25)2026/08/22115645.5%
orz (Rank 30)2026/08/22104640.0%
37 (Rank 27)2026/07/31103730.0%
ぽん (Rank 25)2026/07/30126650.0%
サンクレッド 悠一 (Rank 25)2026/07/24126650.0%
stagedestroyer (Rank 29)2026/07/24115645.5%
ttfour@サラしかできないw (Rank 24)2026/07/17106460.0%
鳶飛戾天,魚躍於淵 (Rank 26)2026/07/03105550.0%
manao_0609 (Rank 28)2026/05/28114736.4%

Round openings

Lau

Career
3,058–3,159 · 49.2%
This season
1,072 matches · 48.0%
Peak rank
28

First hit in 42.6% of 3,679 rounds. Won 51.7% of the rounds they struck first, 47.1% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 29.9% of rounds, against 23.1% in their other rounds.
  • Against Pai: waits first in 57.6% of rounds, against 28.4% against everyone else.
  • After opening the round before by waiting: evades first in 27.9% of rounds, against 23.1% after anything else.
  • In round 4 or later: opens with “P punch into PP Renshou” in 6.7% of rounds, against 3.5% in their other rounds.
  • Against Akira: opens with “P punch into PP Renshou” in 8.1% of rounds, against 3.8% against everyone else.
  • On Full Fence and Open stages: opens with “evade down into backdash” in 7.6% of rounds, against 2.6% on the other stages.
  • After opening the round before with “crouch dash back into 46P Kosoushou”: opens with “G guard into 2P Souchuken” in 7.4% of rounds, against 2.7% after anything else.

How is this tested?

crouch dash back into Kosoushou46P3268.8%
punchP into RenshouPP1614.3%
crouch into down-back kick1K1373.7%
guardG into Souchuken2P1183.2%
evade down into backdash1012.7%
Genchi Senpukyaku8K+G into Rakuchi Kobikyaku8K+GK942.5%
evade up into crouch dash back852.3%
guardG into punchP782.1%
guardG into Honshin Hekiken1P+K732.0%
guardG into Fukko Kensou1P671.8%
kickK631.7%
crouch into Saishikkyaku4K591.6%
guardG591.6%
Tenshin EngekishouP+K581.6%
evade up into Chisoutai2K+G571.5%

314 further openings account for the other 2,179 rounds.

Counted from 925 of the 1,072 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
Akira47–34 · 58%14–6 · 70%too few to test
Jacky20–36 · 36%23–20 · 53%-16.6
Wolf33–42 · 44%10–12 · 45%too few to test
Sarah21–19 · 52%5–11 · 31%too few to test
Kage21–26 · 45%4–8 · 33%too few to test
Jeffry11–28 · 28%10–7 · 59%too few to test
Goh20–17 · 54%7–7 · 50%too few to test
El Blaze13–20 · 39%6–6 · 50%too few to test
Lion11–17 · 39%3–5 · 38%too few to test
Pai16–8 · 67%7–6 · 54%too few to test
Aoi12–8 · 60%3–6 · 33%too few to test
Eileen10–9 · 53%4–7 · 36%too few to test
Shun16–5 · 76%3–7 · 30%too few to test
Lau7–10 · 41%4–5 · 44%too few to test
Brad7–12 · 37%1–5 · 17%too few to test
Jean9–6 · 60%3–4 · 43%too few to test
Taka7–9 · 44%2–2 · 50%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.

147 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 (16 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: 7 of 16 tests hold up