VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

BakunawaMasher

  • Wolf
  • Goh
Career matches175
Career win rate87.4%
Round win rate76.8%
Peak rank29
Distinct opponents10
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1777 Not ranked yet: the list needs 50 matches. See 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

Lau295850886.2%
Jean—3832684.2%
Dural—2725292.6%
Wolf282723485.2%
Goh282018290.0%
Sarah—550100.0%

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

92 of 99 rounds counted

6.0 inputs a second (361 a minute) this season. Faster than 19% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau6.035951
Wolf6.036241

By opponent's character

Shun5.935634
Jeffry6.036213
Pai5.734314
Wolf7.041820
Jacky4.728311

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

Shun97277.8%-24.9
Jeffry660100.0%+6.0
Pai440100.0%+5.1
Wolf440100.0%+27.0
Jacky330100.0%+4.0

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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 Fence97277.8%-22.8
Full Fence550100.0%+18.3
Breakable Half Fence440100.0%+1.8
Rectangle440100.0%+3.7
Full Fence and Open220100.0%+4.7

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13100.0%92.9%+7.1
No walls977.8%92.7%-14.9

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

CMoney012 (Rank 27)53260.0%
BillCutting0666 (Rank 23)440100.0%
pikopia (Rank 24)440100.0%
BlackBeltSpartan (Rank 36)220100.0%
Booger (Rank 33)220100.0%
Digimon (Rank 27)220100.0%
Roadkill93 (Rank 22)220100.0%
Rylos (Rank 1)220100.0%
Sankofa (Rank 23)220100.0%
Kai_Uchiha10 (Rank 28)110100.0%

Most played opponents, most recent first

BillCutting0666 (Rank 23)2026/09/07440100.0%
Booger (Rank 33)2026/09/07220100.0%
Roadkill93 (Rank 22)2026/09/07220100.0%
Rylos (Rank 1)2026/09/07220100.0%
BlackBeltSpartan (Rank 36)2026/08/04220100.0%
Sankofa (Rank 23)2026/07/24220100.0%
CMoney012 (Rank 27)2026/06/1353260.0%
Kai_Uchiha10 (Rank 28)2026/06/13110100.0%
pikopia (Rank 24)2026/06/13440100.0%
Digimon (Rank 27)2026/05/10220100.0%

Round openings

Every character

throw escape1414.1%
Arrow Knuckle3P into guardG88.1%
Chugeki6P77.1%
Arrow Knuckle3P55.0%
forward movement into punchP55.0%
Chugeki6P into Hou'ou Soushou6PP33.0%
backdash into Kosoushou46P33.0%
evade down into Elbow Butt4P33.0%
evade up into crouch dash forward33.0%
evade up into throw escape33.0%
forward movement into Low Smash2K33.0%
Elbow Butt4P into punchP22.0%
backdash into Short Shoulder46P+K22.0%
backward movement into Chugeki6P22.0%
backward movement into throw escape22.0%

33 further openings account for the other 34 rounds.

Lau

Career
50–8 · 86.2%
This season
14 matches · 100.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

throw escape1019.6%
Chugeki6P713.7%
forward movement into punchP47.8%
Chugeki6P into Hou'ou Soushou6PP35.9%
backdash into Kosoushou46P35.9%
backward movement into Chugeki6P23.9%
evade up into throw escape23.9%
guardG into throw escape23.9%
Chugeki6P into evade down12.0%
Fukko Kensou1P12.0%
Fukko Kensou1P into guardG12.0%
Honshin Hekiken1P+K12.0%
Kokyaku Haiten7K12.0%
Senchutai3K into Senkyaku Chushou3KP12.0%
backdash into Gako Choushitsu6K12.0%

11 further openings account for the other 11 rounds.

Wolf

Career
23–4 · 85.2%
This season
10 matches · 80.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Arrow Knuckle3P into guardG819.5%
Arrow Knuckle3P512.2%
evade down into Elbow Butt4P37.3%
forward movement into Low Smash2K37.3%
Elbow Butt4P into punchP24.9%
backdash into Short Shoulder46P+K24.9%
evade up into crouch dash forward24.9%
Arrow Knuckle3P into evade down12.4%
Low Drop Kick62K12.4%
Pounding Elbow9P+K12.4%
Quick Shoulder66P+K12.4%
backdash into punchP12.4%
backward movement into crouch dash forward12.4%
backward movement into throw escape12.4%
crouch dash back into throw escape12.4%

8 further openings account for the other 8 rounds.

Goh

Career
18–2 · 90.0%
This season
2 matches · 100.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

throw escape342.9%
Hiji'ate6P114.3%
Shouda~KasumigoroshiPK into Kasumigoroshi~ShikigamiPKP114.3%
backward movement into throw escape114.3%
evade up into throw escape114.3%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Lau: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Goh: not tested (too few rounds)