VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

まきお

Career matches10,583
Career win rate49.4%
Round win rate47.2%
Peak rank38
Distinct opponents93
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1747 #589 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

Lau3810,3875,1345,25349.4%
Sarah—1969610049.0%

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.

Against each character

El Blaze42132930.9%-12.2
Akira33122136.4%-12.1
Jacky30111936.7%-6.5
Brad28171160.7%+22.6
Lion27141351.9%+6.8
Shun27131448.1%+4.4
Jean24101441.7%-5.1
Kage2081240.0%-7.8
Goh1771041.2%-2.6
Aoi168850.0%+8.7
Lau148657.1%+2.6
Jeffry135838.5%-12.4
Wolf116554.5%+9.4
Pai106460.0%+19.4
Lei Fei83537.5%+5.3
Vanessa64266.7%+14.7
Sarah53260.0%+5.1
Eileen2020.0%-43.4
Dural110100.0%+65.4

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

Rectangle46202643.5%-3.9
Half Fence45192642.2%-0.6
Full Fence38162242.1%-7.6
Octagon34201458.8%+19.5
Low Fence32141843.8%+0.5
Breakable Half Fence30161453.3%+14.8
Single Wall30131743.3%+1.1
Full Fence and Open23101343.5%-3.5
Open2381534.8%-12.7
Breakable Full Fence20101050.0%+3.6

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21347.4%44.4%+3.0
No walls8541.2%43.8%-2.7

Walls against open: +5.7 points (95% range -6.6 to +17.9), p 0.365 — 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

テクノモデル (Rank 36)2026/05/0494544.4%
D A I (Rank 35)2026/05/0443175.0%
zaduhkj (Rank 33)2026/05/0471614.3%
shima---n (Rank 30)2026/04/2652340.0%
Recca-of-flame_ (Rank 35)2026/04/2662433.3%
Umemon2026 (Rank 34)2026/04/2663350.0%
無想花心剣 (Rank 32)2026/04/2061516.7%
kiyohara-j (Rank 36)2026/04/1952340.0%
KumadaP (Rank 35)2026/04/14159660.0%
elpopo_3378 (Rank 35)2026/04/1253260.0%
MasaRED-ninten (Rank 37)2026/04/1241325.0%
서초갑제일미친여자조은희 (Rank 37)2026/04/1242250.0%
spimer-man (Rank 34)2026/04/1263350.0%
ツッチー (Rank 33)2026/04/1142250.0%
ぼくドポえもん (Rank 35)2026/04/10145935.7%
PuzzG/ぱず爺 (Rank 35)2026/04/1022111150.0%
ゲッパー (Rank 36)2026/04/101661037.5%
てむ (Rank 34)2026/04/10440100.0%
megadeth0112 (Rank 38)2026/04/101731417.6%
紺若 (Rank 34)2026/04/1084450.0%
JANGGANG (Rank 40)2026/04/104040.0%
zephyr_dural (Rank 27)2026/04/10440100.0%
ももじろう (Rank 37)2026/03/30148657.1%
いえす (Rank 39)2026/03/3041325.0%
zakiyamaBR (Rank 37)2026/03/29117463.6%

Round openings

Lau

Career
5,134–5,253 · 49.4%
This season
334 matches · 44.6%
Peak rank
38

First hit in 42.5% of 1,361 rounds. Won 48.1% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • Against Jacky: moves in first in 31.0% of rounds, against 20.8% against everyone else.
  • After opening the round before with “backdash into evade down”: opens with “backdash into evade down” in 14.9% of rounds, against 4.5% after anything else.

How is this tested?

forward movement into punchP775.6%
Souko Sensou66P+K735.3%
backdash into evade down685.0%
Fukko Kensou1P674.9%
backdash into evade up493.6%
backdash into Sako Soushou4P+K483.5%
crouch dash forward into throw escape342.5%
Kosoushou46P into forward movement332.4%
backdash into Tenshin EngekishouP+K332.4%
Honshin Hekiken1P+K251.8%
crouch dash back into Junho Chushou33P241.8%
crouch dash back into Junho Renshou33PP241.8%
backdash into Junho Chushou33P221.6%
backward movement into Chugeki6P211.5%
Chugeki6P171.2%

233 further openings account for the other 753 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
El Blaze12–15 · 44%1–8 · 11%too few to test
Akira10–14 · 42%1–3 · 25%too few to test
Jacky8–15 · 35%2–3 · 40%too few to test
Brad12–5 · 71%3–6 · 33%too few to test
Lion8–7 · 53%4–4 · 50%too few to test
Shun10–13 · 43%1–0 · 100%too few to test
Jean8–8 · 50%1–4 · 20%too few to test
Kage2–4 · 33%4–4 · 50%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?

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: 2 of 16 tests hold up