VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

nakamine0824

  • Goh
  • Brad
  • Akira
Career matches5,239
Career win rate43.3%
Round win rate48.2%
Peak rank25
Distinct opponents206
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1323 #3,032 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

Lau254,8312,1552,67644.6%
Goh213389124726.9%
Brad1766224433.3%
Akira164040.0%

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

2,088 of 2,371 rounds counted

9.8 inputs a second (591 a minute) this season. Faster than 94% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau9.85861,961
Goh10.764089
Brad12.273033
Akira12.07215

By opponent's character

Akira10.3618439
Wolf9.3561169
Aoi9.7579166
Jacky10.3619156
Sarah10.5629145
Goh9.7585108
Pai9.355895
El Blaze9.6575115
Kage9.9594114
Lau10.362083
Lei Fei9.355984
Jeffry9.456775
Jean9.959367
Lion9.757951
Brad9.355657
Shun9.557256
Eileen9.858645
Vanessa9.154537
Taka10.261114
Dural9.456712

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

Akira127715655.9%+9.8
Wolf55262947.3%+3.7
Aoi46232350.0%-4.5
Jacky42172540.5%-1.7
Sarah36102627.8%-16.6
Goh32141843.8%-5.6
Pai31171454.8%+8.9
El Blaze3082226.7%-21.4
Kage30121840.0%-1.1
Lau2314960.9%+8.3
Lei Fei2316769.6%+18.5
Jeffry2071335.0%-15.3
Jean1810855.6%+4.9
Lion1761135.3%-13.5
Brad1441028.6%-18.7
Shun149564.3%+11.5
Eileen129375.0%+14.0
Vanessa125741.7%+5.6
Taka41325.0%-16.2
Dural31233.3%-4.6

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

Low Fence69343549.3%+2.4
Open69254436.2%-9.0
Breakable Full Fence67323547.8%-0.4
Full Fence63273642.9%-1.5
Breakable Half Fence62293346.8%-3.3
Rectangle58332556.9%+7.4
Octagon56282850.0%+3.4
Single Wall50262452.0%+4.1
Half Fence40162440.0%-9.3
Full Fence and Open26121446.1%+1.8

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls34647.7%47.9%-0.2
No walls18845.2%46.4%-1.1

Walls against open: +0.9 points (95% range -7.7 to +9.5), p 0.835 — 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

みらめたる (Rank 22)2026/10/1865183.3%
ねこ吉 (Rank 26)2026/10/1672528.6%
도룡밖에난몰라/RSA (Rank 22)2026/10/161310376.9%
委員ちょ@レバーレス錬 (Rank 22)2026/10/12107370.0%
t4a (Rank 24)2026/10/1263350.0%
パニガーレ (Rank 25)2026/10/1273442.9%
AiokometeZ (Rank 22)2026/10/05128466.7%
dalmax72 (Rank 23)2026/10/05128466.7%
osAnKIRA (Rank 21)2026/10/0596366.7%
一千零一夜 (Rank 21)2026/10/0276185.7%
yasai (Rank 25)2026/09/2963350.0%
Fuji-Atsuka (Rank 21)2026/09/2765183.3%
ゅろぽ (Rank 24)2026/09/1463350.0%
kimxxxtt (Rank 22)2026/09/1251420.0%
三輪ですが@SRGM (Rank 24)2026/09/1053260.0%
gimoring (Rank 28)2026/09/0861516.7%
けつ毛バーガーking (Rank 21)2026/09/031331023.1%
naowai (Rank 21)2026/09/0285362.5%
hijunglove (Rank 23)2026/08/2864266.7%
μ (Rank 26)2026/08/2883537.5%
ミクzzzw (Rank 22)2026/08/2671614.3%
VirtuaLi-on (Rank 24)2026/08/2364266.7%
headup11 (Rank 25)2026/08/0291811.1%
スタンプジャンパー (Rank 22)2026/07/2574357.1%
踊る!おかぁちゃん☆ (Rank 26)2026/06/0852340.0%

Round openings

Every character

backward movement into Hou'ou Soushou6PP1467.0%
Touku Shashou897P+K1115.3%
Souko Sensou66P+K into Hou'ou Soushou6PP803.8%
RenshouPP into Renshou Senputai3PPK582.8%
punchP into kickK582.8%
Koryu Tenshinkyaku6K+G552.6%
Touku Kosenkyaku9K492.3%
crouch into Honshin Hekiken1P+K492.3%
crouch into Kasoutai2K482.3%
crouch into down-back kick1K482.3%
backdash into Kosoushou46P462.2%
crouch into Saishikkyaku4K462.2%
evade down432.0%
throw escape432.0%
Tenshin EngekishouP+K401.9%

270 further openings account for the other 1,181 rounds.

Counted from 520 of the 588 matches played. The rest were not pulled for openings.

Lau

Career
2,155–2,676 · 44.6%
This season
540 matches · 49.3%
Peak rank
25

First hit in 49.1% of 1,927 rounds. Won 53.5% of the rounds they struck first, 44.0% of the rounds they were struck first.

Significant Tells

  • In round 3: backs off first in 18.8% of rounds, against 12.4% in their other rounds.
  • After losing a round: evades first in 29.3% of rounds, against 19.2% after winning one.
  • When behind: evades first in 29.4% of rounds, against 20.9% when ahead or level.
  • In round 4 or later: opens with “backward movement into 6PP Hou'ou Soushou” in 10.5% of rounds, against 6.5% in their other rounds.
  • Against Vanessa: opens with “PP Renshou into 3PPK Renshou Senputai” in 9.8% of rounds, against 2.8% against everyone else.
  • After winning a round: opens with “897P+K Touku Shashou” in 10.9% of rounds, against 2.2% after losing one.
  • When ahead: opens with “897P+K Touku Shashou” in 10.1% of rounds, against 4.4% when level or behind.

How is this tested?

backward movement into Hou'ou Soushou6PP1467.5%
Touku Shashou897P+K1115.7%
Souko Sensou66P+K into Hou'ou Soushou6PP804.1%
RenshouPP into Renshou Senputai3PPK583.0%
punchP into kickK583.0%
Koryu Tenshinkyaku6K+G552.8%
Touku Kosenkyaku9K492.5%
crouch into Honshin Hekiken1P+K492.5%
crouch into Kasoutai2K482.5%
crouch into down-back kick1K472.4%
backdash into Kosoushou46P462.4%
crouch into Saishikkyaku4K462.4%
evade down432.2%
throw escape412.1%
Tenshin EngekishouP+K402.1%

190 further openings account for the other 1,023 rounds.

Counted from 477 of the 540 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
Akira29–34 · 46%20–14 · 59%-13.1
Wolf12–15 · 44%3–4 · 43%too few to test
Aoi10–4 · 71%4–10 · 29%too few to test
Pai9–6 · 60%4–4 · 50%too few to test
Goh7–12 · 37%4–5 · 44%too few to test
El Blaze7–10 · 41%0–6 · 0%too few to test
Sarah5–16 · 24%1–3 · 25%too few to test
Kage6–10 · 38%4–3 · 57%too few to test
Jacky5–7 · 42%4–3 · 57%too few to test
Lau12–6 · 67%0–0 · —too few to test
Lei Fei10–4 · 71%5–1 · 83%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.

63 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?

Goh

Career
91–247 · 26.9%
This season
39 matches · 23.1%
Peak rank
21

First hit in 55.0% of 120 rounds. Won 33.3% of the rounds they struck first, 29.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Tsurane ShoudaPP1814.1%
crouch into Denkou3PP118.6%
Soukyu46P53.9%
backdash into Soukyu46P53.9%
backward movement into Hiji'ate6P53.9%
evade down into guardG43.1%
Zukotsuwari9P+K32.3%
crouch into Karigeri1K32.3%
evade down into Sokkotsu Kudaki1K+G32.3%
Hiji'ate6P21.6%
Raikou3P into Denkou3PP21.6%
Zenpou Kaiten Ukemi6P+K+G21.6%
backdash into Aragami4K21.6%
backdash into Hoderi~Shikigami4PP21.6%
backdash into Karura4P+K21.6%

50 further openings account for the other 59 rounds.

Counted from 34 of the 39 matches played. The rest were not pulled for openings.

Brad

Career
22–44 · 33.3%
This season
9 matches · 44.4%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jab StraightPP into Combination UpperPPP412.1%
crouch into Dtee Sawk Combination3PP39.1%
Rapid Double JabP+K into Dtee Sawk Dtrohng4P+K26.1%
crouch into Jaguar Tail2K+G26.1%
Dtee Sawk Dtrohng4P+K into Dtee Sawk Bon1P+K13.0%
Dtee Sawk Dtrohng4P+K into Rapid Double JabP+K13.0%
Elbow Hook6P13.0%
High Spin KickK+G into Tornado CombinationK+GK13.0%
Jolt Upper3P into Dtee Sawk Combination3PP13.0%
Jumping Dtee Sawk Bon9P+K into evade up13.0%
Low Kick2K into Double Strike2KK13.0%
Low Kick2K into Jab~High KickPK13.0%
Rapid Double JabP+K into Dtee Sawk Bon1P+K13.0%
Sawk Klab6P+K13.0%
Sawk Klab6P+K into Elbow Hook6P13.0%

11 further openings account for the other 11 rounds.

Not counted here: Akira. Their matches were not pulled for openings.

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
  • Goh: not tested (too few rounds)
  • Brad: not tested (too few rounds)