VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

tumu

  • Lion
  • Jacky
  • Jeffry
  • Shun
  • Akira
  • Wolf
  • El Blaze
Career matches6,301
Career win rate56.8%
Round win rate51.9%
Peak rank42
Distinct opponents281
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1832 #285 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

Lau424,1842,2801,90454.5%
Shun3856433123358.7%
Akira3642325916461.2%
Wolf3338222315958.4%
Jacky3433320412961.3%
Lion362371657269.6%
Jeffry331781166265.2%
El Blaze33000—

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

3,606 of 4,183 rounds counted

10.9 inputs a second (655 a minute) this season. Faster than 98% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau10.96563,427
Lion10.8650152
Shun10.462723
El Blaze9.55684

By opponent's character

Akira11.5692384
Jacky10.9656349
Lau10.6638279
Shun10.7643246
El Blaze11.3677214
Pai11.0663240
Lei Fei10.8645179
Lion10.9653218
Kage10.9653201
Sarah10.3620216
Jeffry10.8649130
Goh10.9652202
Wolf11.4684136
Brad10.4622167
Aoi11.6693122
Eileen10.9655107
Vanessa10.563390
Jean10.864871
Taka10.462548
Dural10.46237

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

Akira114753965.8%+11.7
Jacky96474949.0%-2.4
Lau77374048.0%-3.2
Shun69393056.5%+6.5
El Blaze62313150.0%+0.9
Pai61293247.5%-8.0
Lei Fei59273245.8%-6.1
Lion59362361.0%+11.4
Kage57292850.9%-0.5
Sarah56263046.4%-9.1
Jeffry54322259.3%+2.9
Goh49232646.9%-4.0
Wolf45261957.8%+0.9
Brad44242054.5%-3.6
Aoi31151648.4%-3.6
Eileen30121840.0%-14.7
Vanessa27131448.1%-4.5
Jean24141058.3%+2.8
Taka139469.2%+14.3
Dural21150.0%+2.6

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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 Fence126616548.4%-4.9
Full Fence116625453.5%+0.0
Open113654857.5%+6.5
Breakable Full Fence111605154.0%+0.8
Single Wall94553958.5%+3.9
Breakable Half Fence93504353.8%-0.5
Rectangle93464749.5%-3.3
Octagon92474551.1%-0.7
Full Fence and Open79403950.6%-1.6
Half Fence71373452.1%-1.7

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
Walls57652.4%53.2%-0.7
No walls33354.4%53.0%+1.3

Walls against open: -2.1 points (95% range -8.7 to +4.5), p 0.541 — 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

ス~パ~オヤツマ~ン (Rank 42)2026/10/16167943.8%
自作マニア@むめい。 (Rank 42)2026/10/152171433.3%
CrossGorgonzola (Rank 40)2026/10/1496366.7%
banjar (Rank 38)2026/10/141310376.9%
あむざん (Rank 42)2026/10/111981142.1%
アヒルさんチーム (Rank 44)2026/10/11137653.9%
堂島様 (Rank 44)2026/10/072091145.0%
jikacho-Gigas (Rank 41)2026/10/07119281.8%
ikkyusaaan (Rank 41)2026/10/041711664.7%
ドナドナ7 (Rank 42)2026/10/0494544.4%
NNJ (Rank 40)2026/10/03116554.5%
shenron0321 (Rank 43)2026/10/03189950.0%
Osamu_0303 (Rank 39)2026/09/24104640.0%
いくお (Rank 42)2026/09/182171433.3%
カルティカ (Rank 41)2026/09/1393633.3%
ぱりぱり (Rank 40)2026/09/13117463.6%
合算のよい竿渡り (Rank 41)2026/09/13105550.0%
STAGEW(ON)@스테이지원 (Rank 42)2026/09/11108280.0%
lesser-pram7 (Rank 40)2026/09/1094544.4%
村長~災禍の中心~ (Rank 39)2026/09/0393633.3%
めがじぇね (Rank 42)2026/09/03128466.7%
mahiro_725 (Rank 38)2026/08/30108280.0%
pesonkun0519 (Rank 41)2026/08/29137653.9%
ぁ     やごろ (Rank 36)2026/08/2496366.7%
ビルちゃん (Rank 40)2026/06/04147750.0%

Round openings

Every character

backdash into evade down2536.8%
evade up into crouch dash forward1474.0%
backdash into throw escape1163.1%
backdash into Kosoushou46P922.5%
backdash into Sako Soushou4P+K922.5%
forward movement into punchP882.4%
crouch dash forward into throw escape842.3%
backdash into Genchi Senpukyaku8K+G832.2%
evade up into throw escape732.0%
backdash into Honshin Hekiken1P+K701.9%
backdash into Junho Chushou33P701.9%
Fukko Kensou1P into backdash581.6%
backdash into guardG581.6%
backdash into Tenshin EngekishouP+K561.5%
Fukko Kensou1P541.4%

500 further openings account for the other 2,327 rounds.

Counted from 913 of the 1,029 matches played. The rest were not pulled for openings.

Lau

Career
2,280–1,904 · 54.5%
This season
954 matches · 52.8%
Peak rank
42

First hit in 48.8% of 3,398 rounds. Won 54.9% of the rounds they struck first, 48.6% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 62.4% of rounds, against 45.1% in their other rounds.
  • Against Lion: attacks straight away in 35.4% of rounds, against 19.0% against everyone else.
  • On Single Wall stages: backs off first in 58.7% of rounds, against 47.9% on the other stages.
  • After opening the round before by backing off: backs off first in 48.7% of rounds, against 41.4% after anything else.
  • After winning a round: backs off first in 50.8% of rounds, against 39.3% after losing one.
  • When behind: evades first in 20.1% of rounds, against 12.4% when ahead or level.
  • In round 1: opens with “backdash into 4P+K Sako Soushou” in 5.6% of rounds, against 1.7% in their other rounds.
  • Against Taka: opens with “backdash into throw escape” in 13.2% of rounds, against 3.0% against everyone else.
  • After opening the round before with “backdash into throw escape”: opens with “backdash into throw escape” in 9.9% of rounds, against 2.8% after anything else.
  • After winning a round: opens with “backdash into evade down” in 7.7% of rounds, against 4.0% after losing one.
  • When ahead: opens with “backdash into throw escape” in 4.0% of rounds, against 1.7% when level or behind.

How is this tested?

backdash into evade down2376.9%
evade up into crouch dash forward1213.5%
backdash into throw escape1093.2%
backdash into Kosoushou46P922.7%
backdash into Sako Soushou4P+K922.7%
backdash into Genchi Senpukyaku8K+G832.4%
crouch dash forward into throw escape822.4%
forward movement into punchP772.2%
backdash into Honshin Hekiken1P+K702.0%
backdash into Junho Chushou33P702.0%
evade up into throw escape621.8%
Fukko Kensou1P into backdash581.7%
backdash into Tenshin EngekishouP+K561.6%
Fukko Kensou1P541.6%
backdash into guardG521.5%

380 further openings account for the other 2,108 rounds.

Counted from 838 of the 954 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
Akira37–22 · 63%20–9 · 69%too few to test
Jacky20–19 · 51%13–9 · 59%too few to test
Lau18–21 · 46%9–10 · 47%too few to test
Shun16–11 · 59%15–17 · 47%too few to test
El Blaze15–18 · 45%8–6 · 57%too few to test
Sarah19–10 · 66%5–8 · 38%too few to test
Lei Fei14–12 · 54%7–7 · 50%too few to test
Kage12–11 · 52%8–8 · 50%too few to test
Lion20–12 · 62%5–5 · 50%too few to test
Pai7–13 · 35%10–6 · 62%too few to test
Goh6–10 · 38%10–9 · 53%too few to test
Brad12–9 · 57%10–9 · 53%too few to test
Jeffry13–12 · 52%4–4 · 50%too few to test
Aoi5–12 · 29%7–4 · 64%too few to test
Eileen5–10 · 33%6–5 · 55%too few to test
Vanessa8–8 · 50%4–1 · 80%too few to test
Wolf5–5 · 50%4–3 · 57%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.

116 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?

Lion

Career
165–72 · 69.6%
This season
39 matches · 69.2%
Peak rank
36

First hit in 54.0% of 152 rounds. Won 65.8% of the rounds they struck first, 55.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into crouch dash forward1711.2%
forward movement into punchP95.9%
backdash into evade down85.3%
evade up into throw escape85.3%
backdash into Senshippo66P64.0%
backdash into Sentai4K53.3%
backdash into throw escape53.3%
backdash into Dantai3K42.6%
Banchu6P32.0%
backdash into Fujinkyaku66K32.0%
backdash into Touku Gekishou9P32.0%
backdash into forward dash32.0%
backdash into punchP32.0%
evade up into Zaban Shuhou33P+K32.0%
forward movement into Koushu RensuiPP32.0%

58 further openings account for the other 69 rounds.

Jacky

Career
204–129 · 61.3%
This season
12 matches · 50.0%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Dash Hammer Kick66K36.5%
evade up into crouch dash forward36.5%
Jab StraightPP into Jab Double StraightPPP24.3%
backdash into evade down24.3%
forward movement into punchP24.3%
Dash Hammer Kick66K12.2%
Slant Back Knuckle1P into Double Spinning KickKK12.2%
Spinning Back Knuckle4P into Double Back Knuckle4PP12.2%
backdash into Body Blow3P+K12.2%
backdash into Jab Double StraightPPP12.2%
backdash into Low Spin Kick1K+G12.2%
backdash into Middle Smash Sword6PK12.2%
backdash into Middle Spin Kick46K+G12.2%
backdash into Slant Back Knuckle1P12.2%
backdash into Squat Straight2P12.2%

24 further openings account for the other 24 rounds.

Jeffry

Career
116–62 · 65.2%
This season
10 matches · 50.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Overblow Shoulder66P+K410.5%
backdash into evade up37.9%
evade up into Tsunami Beat3K+G37.9%
evade up into crouch dash forward37.9%
backdash into evade down25.3%
evade up into throw escape25.3%
forward movement into Double KnucklePP25.3%
Elbow Butt6P12.6%
backdash into Dash Elbow66P12.6%
backdash into Dash Elbow Upper66PP12.6%
backdash into Double Hammer Down43P12.6%
backdash into Double KnucklePP12.6%
backdash into Full Swing Double Hammer41236P+K12.6%
backdash into Hell Claw236P12.6%
backdash into Tsunami Beat3K+G12.6%

11 further openings account for the other 11 rounds.

Shun

Career
331–233 · 58.7%
This season
5 matches · 20.0%
Peak rank
38

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into Kasen Chugeki6P28.7%
Getsuga Gakushu46P into punchP14.3%
Gyou'in Haishu3P into Honshin TankaP+K14.3%
Kasen Chugeki6P into Honshin TankaP+K14.3%
Shinho Suikoushu43P+K14.3%
Shinho Suikoushu43P+K into punchP14.3%
backdash into Getsuga Gakushu46P14.3%
backdash into crouch dash forward14.3%
backdash into evade down14.3%
backdash into throw escape14.3%
crouch dash back into Gyou'in Haishu3P14.3%
crouch dash back into Rengeki Gakushu46PPP14.3%
crouch dash back into guardG14.3%
crouch dash forward into Gyou'in Haishu3P14.3%
crouch into Haisenchu1P14.3%

7 further openings account for the other 7 rounds.

Wolf

Career
223–159 · 58.4%
This season
4 matches · 25.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into Low Hammer2P211.1%
evade up into crouch dash forward211.1%
Arrow Knuckle3P into forward dash15.6%
backdash into guardG15.6%
crouch dash back into evade down15.6%
crouch dash back into punchP15.6%
crouch dash back into throw escape15.6%
crouch dash forward into Arrow Knuckle3P15.6%
crouch dash forward into evade down15.6%
evade down into Screw Lariat63214PP15.6%
evade down into throwP+G15.6%
evade up into Arrow Knuckle3P15.6%
evade up into Heavy Toe Kick4K+G15.6%
evade up into Low Drop Kick62K15.6%
forward dash into Face Lift Kick3K15.6%

1 further openings account for the other 1 rounds.

Akira

Career
259–164 · 61.2%
This season
4 matches · 25.0%
Peak rank
36

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down317.6%
Ekishou3P into guardG15.9%
backdash into Goko Shutsudou3K+GP15.9%
backdash into Housui2P15.9%
backdash into Souka Housui3P+K15.9%
backdash into Tetsuzankou (Hontei Goko Hazankou)3K+GPP+K15.9%
backdash into forward dash15.9%
backdash into throw escape15.9%
crouch dash back into Souka Housui3P+K15.9%
crouch dash back into forward dash15.9%
crouch dash back into guardG15.9%
crouch dash forward into Souka Housui3P+K15.9%
crouch dash forward into guardG15.9%
evade up into Youhou33P15.9%
evade up into crouch dash forward15.9%

El Blaze

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG125.0%
crouch dash back into guardG125.0%
evade down into backward movement125.0%
evade up into forward dash125.0%

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 (17 here; about 0.9 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: 11 of 17 tests hold up
  • Lion: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)