VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

VF_oji

  • Shun
  • Wolf
Career matches538
Career win rate60.8%
Round win rate53.0%
Peak rank30
Distinct opponents117
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1558 #1,624 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

Lau3051731220560.4%
Shun221812666.7%
Wolf21330100.0%

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

483 of 1,054 rounds counted

8.0 inputs a second (478 a minute) this season. Faster than 71% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau8.1486421
Shun7.243044
Wolf7.142718

By opponent's character

Akira8.450475
Jeffry7.645654
Jacky8.047941
Goh7.846731
Shun8.450545
Brad7.545248
Wolf8.048125
Jean8.148527
Kage8.148550
Aoi8.450511
Sarah7.545022
Lau8.04824
Pai7.846613
Eileen8.048210
Taka6.84116
Dural7.34418
Lion8.450510
Vanessa8.45033

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

Akira33221166.7%+5.3
Jeffry25151060.0%+3.9
Jacky24121250.0%-7.4
Goh2081240.0%-13.7
Shun2012860.0%+9.1
Brad1910952.6%+1.5
Wolf178947.1%-9.8
Jean168850.0%-3.1
Kage169756.2%+10.1
Aoi126650.0%-2.2
Sarah127558.3%+7.1
Lau114736.4%-22.5
Lei Fei75271.4%+16.2
Pai73442.9%-11.3
Eileen53260.0%+4.2
Taka52340.0%-4.8
Dural43175.0%+24.5
El Blaze220100.0%+40.9
Lion220100.0%+35.6
Vanessa1010.0%-68.5

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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

Low Fence38241463.2%+13.3
Open35191654.3%+0.7
Breakable Half Fence32161650.0%-0.9
Rectangle32181456.2%+0.4
Full Fence27131448.1%-9.1
Single Wall26141253.9%-0.7
Half Fence23121152.2%-5.6
Breakable Full Fence1916384.2%+28.9
Octagon145935.7%-28.5
Full Fence and Open73442.9%-12.4

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14754.4%55.9%-1.5
No walls9957.6%53.2%+4.4

Walls against open: -5.9 points (95% range -19.2 to +7.4), p 0.384 — 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

jiwoonpk (Rank 30)2026/06/1953260.0%
りてりん (Rank 33)2026/06/1931233.3%
kadorto (Rank 24)2026/06/0332166.7%
ちょいそる (Rank 33)2026/06/0343175.0%
remiuyu (Rank 29)2026/06/0332166.7%
tanechin (Rank 27)2026/05/2743175.0%
무파ZeroBlue (Rank 30)2026/05/27440100.0%
BAKUDAN-A-1974 (Rank 31)2026/05/2761516.7%
takamo_white (Rank 33)2026/05/2731233.3%
きてぃ☆ (Rank 30)2026/05/214040.0%
class-wiz (Rank 27)2026/05/2154180.0%
toruko_ss500 (Rank 31)2026/05/2153260.0%
UMAGON (Rank 29)2026/05/2052340.0%
タイヨウ (Rank 30)2026/05/2032166.7%
anche47 (Rank 26)2026/05/1641325.0%
WeeWeeW (Rank 27)2026/05/1642250.0%
poco/ぽこ (Rank 27)2026/05/1341325.0%
souchou_hakahori (Rank 27)2026/05/1264266.7%
ロストマン (Rank 30)2026/05/1251420.0%
いちかわ なおなか (Rank 27)2026/05/1231233.3%
ba(袈裟) (Rank 30)2026/05/1241325.0%
XsT (Rank 27)2026/05/0943175.0%
kobaman (Rank 27)2026/05/0931233.3%
南部の釣れないルアー (Rank 30)2026/05/0954180.0%
umintyu-99 (Rank 21)2026/04/21440100.0%

Round openings

Every character

Souko Sensou66P+K454.3%
crouch into Renkanshou3PPP444.2%
evade down into guardG333.1%
guardG into evade down323.0%
Koryu Tenshinkyaku6K+G262.5%
crouch dash forward into guardG262.5%
crouch dash back into Saishikkyaku4K252.4%
forward movement into punchP242.3%
crouch into RenshouPP222.1%
crouch dash forward into evade down201.9%
crouch into Senchutai3K201.9%
Fukko Kensou1P181.7%
crouch dash back into RenshouPP171.6%
evade up into crouch dash forward171.6%
Kosoushou46P161.5%

258 further openings account for the other 669 rounds.

Lau

Career
312–205 · 60.4%
This season
240 matches · 53.8%
Peak rank
30

First hit in 48.3% of 986 rounds. Won 56.1% of the rounds they struck first, 49.2% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 32.9% of rounds, against 16.6% in their other rounds.
  • Against Akira: moves in first in 30.5% of rounds, against 9.4% against everyone else.
  • After winning a round: backs off first in 27.0% of rounds, against 13.4% after losing one.
  • When behind: evades first in 22.4% of rounds, against 14.5% when ahead or level.
  • In round 4 or later: opens with “crouch into 3PPP Renkanshou” in 7.4% of rounds, against 3.4% in their other rounds.

How is this tested?

Souko Sensou66P+K454.6%
crouch into Renkanshou3PPP444.5%
evade down into guardG303.0%
Koryu Tenshinkyaku6K+G262.6%
guardG into evade down262.6%
crouch dash back into Saishikkyaku4K252.5%
crouch dash forward into guardG252.5%
forward movement into punchP242.4%
crouch into RenshouPP222.2%
crouch into Senchutai3K202.0%
Fukko Kensou1P181.8%
crouch dash forward into evade down181.8%
crouch dash back into RenshouPP171.7%
Kosoushou46P161.6%
crouch dash back into Sako Soushou4P+K161.6%

228 further openings account for the other 614 rounds.

By stage type

Record against each character on walled and open stages, as Lau

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira13–6 · 68%9–5 · 64%too few to test
Jacky8–9 · 47%4–2 · 67%too few to test
Goh2–8 · 20%6–4 · 60%too few to test
Jeffry4–1 · 80%7–3 · 70%too few to test
Shun6–1 · 86%6–7 · 46%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.

How is this tested?

Shun

Career
12–6 · 66.7%
This season
14 matches · 57.1%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyou'in Haishu3P918.0%
guardG into evade down48.0%
Gyou'in Haishu3P into guardG36.0%
evade down into guardG36.0%
evade down into Gyou'in Haishu3P24.0%
evade up into crouch24.0%
evade up into guardG24.0%
forward movement into RengekiPP24.0%
Asen Kaikyaku44K12.0%
Gyou'in Haishu3P into forward dash12.0%
Haisenchu1P12.0%
Tenshin Souchushou6P+K12.0%
crouch dash back into Tenshin Kashitai1K+G12.0%
crouch dash forward into evade down12.0%
crouch dash forward into guardG12.0%

16 further openings account for the other 16 rounds.

Wolf

Career
3–0 · 100.0%
This season
4 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Elbow Butt4P316.7%
guardG into evade down211.1%
throwP+G211.1%
Body Blow6P15.6%
Body Blow6P into Dragonfish Blow6PP15.6%
R.A.W. AvengerP+K+G into throwP+G15.6%
Short Shoulder46P+K15.6%
backdash15.6%
crouch dash forward into evade down15.6%
evade up into crouch dash forward15.6%
forward dash into Face Lift Kick3K15.6%
guardG into Drop Kick9K15.6%
guardG into crouch15.6%
guardG into evade up15.6%

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 (14 here; about 0.7 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: 5 of 14 tests hold up
  • Shun: not tested (too few rounds)
  • Wolf: not tested (too few rounds)