VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

north285

Career matches3,537
Career win rate46.4%
Round win rate45.7%
Peak rank34
Distinct opponents89
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1611 #1,279 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

Lau343,5371,6401,89746.4%

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

949 of 1,551 rounds counted

7.0 inputs a second (421 a minute) this season. Faster than 46% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau7.0421949

By opponent's character

Jeffry6.9416159
Jacky7.3441112
Goh6.941525
Wolf6.9413129
Akira7.3441108
Jean7.142762
Lau7.645477
El Blaze6.840730
Kage6.639663
Pai6.237056
Sarah7.042342
Brad7.343835
Aoi7.042027
Lei Fei5.83487
Lion6.840517

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

Jeffry56213537.5%-3.2
Jacky49193038.8%-0.6
Goh40152537.5%-0.6
Wolf39152438.5%+0.1
Akira30141646.7%+8.3
Jean30121840.0%+2.4
Lau25111444.0%+4.8
El Blaze1951426.3%-21.1
Kage178947.1%+8.1
Pai156940.0%+2.1
Sarah1511473.3%+16.4
Brad148657.1%+17.1
Aoi92722.2%-34.8
Dural72528.6%-4.5
Lei Fei72528.6%-8.4
Lion5050.0%-44.5
Shun220100.0%+53.8
Taka21150.0%+22.6

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Half Fence54213338.9%+2.1
Low Fence50252550.0%+10.6
Octagon46192741.3%+2.5
Single Wall41172441.5%-2.1
Breakable Full Fence40192147.5%+5.4
Breakable Half Fence3792824.3%-15.3
Full Fence37112629.7%-12.8
Rectangle37191851.4%+10.4
Open2261627.3%-14.2
Full Fence and Open42250.0%+14.2

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls25139.0%39.8%-0.8
No walls11342.5%41.7%+0.8

Walls against open: -1.6 points (95% range -13.7 to +10.5), p 0.796 — 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

ひざくん☆中能登VF部 (Rank 35)2026/10/1251420.0%
びすぽ! (Rank 36)2026/10/121761135.3%
小名浜DC (Rank 38)2026/10/0282625.0%
kzkm92678 (Rank 36)2026/10/0285362.5%
NORESPECT (Rank 36)2026/10/0225111444.0%
vivid_dot4 (Rank 35)2026/08/3173442.9%
ちょいそる (Rank 34)2026/08/0553260.0%
マクシミリアン15世 (Rank 34)2026/08/0583537.5%
interceptor (Rank 41)2026/08/0553260.0%
ふぇに (Rank 34)2026/07/2684450.0%
さいたま梅澤/T.Umezawa (Rank 31)2026/07/1472528.6%
ぬっき~@ 超小心者 (Rank 34)2026/07/1493633.3%
みんみんさん (Rank 35)2026/07/145050.0%
イイクルーン (Rank 35)2026/06/22124833.3%
lapislazuli (Rank 36)2026/06/22134930.8%
iivv272 (Rank 35)2026/06/1562433.3%
★闘将拉麵男★ (Rank 34)2026/05/1894544.4%
Umemon2026 (Rank 35)2026/05/1771614.3%
nanami.madogiwa (Rank 33)2026/05/0852340.0%
ゲッパー (Rank 35)2026/04/252891932.1%
大尉 (Rank 36)2026/04/2551420.0%
くろね@のびしろF (Rank 35)2026/04/2486275.0%
ネ単 (Rank 36)2026/04/1252340.0%
世俗と肉欲ビルジー (Rank 35)2026/03/2872528.6%
花形満 (Rank 33)2026/03/2894544.4%

Round openings

Lau

Career
1,640–1,897 · 46.4%
This season
381 matches · 40.4%
Peak rank
34

First hit in 42.1% of 1,443 rounds. Won 49.6% of the rounds they struck first, 43.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 21.6% of rounds, against 12.8% in their other rounds.
  • Against Akira: moves in first in 24.8% of rounds, against 12.7% against everyone else.
  • In round 4 or later: opens with “forward movement into P punch” in 8.9% of rounds, against 4.9% in their other rounds.
  • Against Akira: opens with “forward movement into P punch” in 15.4% of rounds, against 5.1% against everyone else.

How is this tested?

Souko Sensou66P+K1369.4%
Fukko Kensou1P1178.1%
crouch into Senchutai3K936.4%
forward movement into punchP865.9%
Kosoushou46P694.8%
Shakashou3P into RenshouPP654.5%
Honshin Hekiken1P+K352.4%
offensive move332.3%
Ko'en Niki9K+G into Rakuho Suigeki9K+GP322.2%
Kokyaku Haiten7K292.0%
crouch dash forward into guardG281.9%
forward movement into RenshouPP281.9%
backward movement into Chugeki6P231.6%
guardG into evade up231.6%
evade down into guardG221.5%

205 further openings account for the other 630 rounds.

Counted from 356 of the 381 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
Jeffry12–21 · 36%4–7 · 36%too few to test
Jacky14–23 · 38%3–6 · 33%too few to test
Goh13–21 · 38%2–4 · 33%too few to test
Jean6–16 · 27%6–2 · 75%too few to test
Akira11–11 · 50%3–4 · 43%too few to test
Lau6–10 · 38%4–4 · 50%too few to test
Wolf5–8 · 38%4–5 · 44%too few to test

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

25 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 (15 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: 4 of 15 tests hold up