VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

Laulau_fz

  • Dural
  • Brad
  • Kage
Career matches2,176
Career win rate54.0%
Round win rate52.7%
Peak rank34
Distinct opponents106
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1631 #1,154 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

Lau341,28665663051.0%
Dural3367740027759.1%
Brad292101199156.7%
Kage2631233.3%

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

Lion36181850.0%-2.3
Jacky32122037.5%-17.7
Sarah32191359.4%+2.7
Akira3022873.3%+15.8
Jeffry30191163.3%+8.6
Jean25131252.0%-3.8
Wolf2516964.0%+7.0
Pai24121250.0%-8.2
Vanessa2215768.2%+16.0
Kage1910952.6%-8.9
Lau1914573.7%+19.6
El Blaze1331023.1%-31.3
Goh127558.3%+2.6
Aoi106460.0%+1.2
Lei Fei102820.0%-38.4
Shun85362.5%+6.3
Brad73442.9%-13.0
Eileen75271.4%+14.8
Dural32166.7%-3.4
Taka220100.0%+50.3

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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 Fence50193138.0%-20.1
Breakable Full Fence49292059.2%+1.4
Breakable Half Fence42231954.8%+0.6
Octagon40291172.5%+18.6
Full Fence39241561.5%+5.7
Open32151746.9%-9.4
Rectangle30181260.0%+3.9
Single Wall2718966.7%+9.9
Half Fence2491537.5%-16.9
Full Fence and Open1510566.7%+12.3

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
Walls22458.9%55.9%+3.0
No walls10947.7%55.9%-8.2

Walls against open: +11.2 points (95% range -0.6 to +23.0), p 0.062 — 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

ゲッパー (Rank 36)2026/05/0851420.0%
へにほに (Rank 35)2026/05/0853260.0%
lapislazuli (Rank 34)2026/05/0593633.3%
どっせ参謀 (Rank 32)2026/05/0573442.9%
Koromo (Rank 32)2026/05/0542250.0%
BANANA (Rank 30)2026/05/05126650.0%
音の勢-リック (Rank 32)2026/05/0553260.0%
寿司眼鉄 (Rank 36)2026/05/0585362.5%
毒ガス王子 (Rank 36)2026/05/0542250.0%
おむすび山▲かずkaz_kcj (Rank 36)2026/05/05106460.0%
ヘニオ (Rank 30)2026/05/0598188.9%
けいすけ新宿 (Rank 26)2026/05/051811761.1%
MikuMartineau (Rank 30)2026/05/052921872.4%
熊殺し奈津子 (Rank 32)2026/05/0574357.1%
都筑まもる君 (Rank 33)2026/05/0554180.0%
ぺーくんだよ (Rank 33)2026/05/0576185.7%
黒鵜なぎ@Vtuber (Rank 32)2026/05/0595455.6%
みんみんさん (Rank 33)2026/04/2662433.3%
痩せたい (Rank 32)2026/04/2482625.0%
ジークリオン (Rank 34)2026/04/2442250.0%
さばみそ (Rank 26)2026/04/2285362.5%
大尉 (Rank 31)2026/04/2283537.5%
こうちゃん(`ー´)ノ (Rank 26)2026/04/2254180.0%
ロデム (Rank 29)2026/04/1953260.0%
hanamogera (Rank 28)2026/04/19550100.0%

Round openings

Every character

punchP714.7%
Chugeki6P674.4%
Souko Sensou66P+K664.3%
Kokyaku Haiten7K533.5%
Ko'en Senshi66K+G into forward movement483.2%
Fukko Kensou1P into guardG422.8%
backdash into evade up422.8%
crouch into Souchuken2P422.8%
crouch into Senchutai3K392.6%
crouch into down-back kick1K392.6%
backdash into guardG382.5%
guardG into evade up342.2%
Fukko Kensou1P291.9%
crouch dash forward into guardG281.8%
evade up into Kokyaku Haiten7K251.6%

273 further openings account for the other 858 rounds.

Lau

Career
656–630 · 51.0%
This season
290 matches · 53.5%
Peak rank
34

First hit in 52.4% of 1,204 rounds. Won 54.7% of the rounds they struck first, 47.5% of the rounds they were struck first.

Significant Tells

  • Against Lion: waits first in 51.1% of rounds, against 18.3% against everyone else.
  • On Breakable Half Fence stages: moves in first in 13.5% of rounds, against 4.7% on the other stages.
  • After opening the round before by moving in: moves in first in 20.0% of rounds, against 5.0% after anything else.
  • In round 3: opens with “6P Chugeki” in 9.1% of rounds, against 4.4% in their other rounds.
  • Against Jacky: opens with “6P Chugeki” in 17.9% of rounds, against 4.0% against everyone else.

How is this tested?

Chugeki6P675.5%
Souko Sensou66P+K665.5%
Kokyaku Haiten7K534.4%
Ko'en Senshi66K+G into forward movement484.0%
Fukko Kensou1P into guardG423.5%
crouch into Souchuken2P423.5%
punchP403.3%
crouch into Senchutai3K393.2%
crouch into down-back kick1K393.2%
backdash into evade up322.6%
guardG into evade up302.5%
Fukko Kensou1P292.4%
crouch dash forward into guardG272.2%
evade up into Kokyaku Haiten7K252.1%
Souchuken2P201.6%

181 further openings account for the other 610 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lion9–6 · 60%5–7 · 42%too few to test
Jacky7–9 · 44%5–9 · 36%too few to test
Sarah9–3 · 75%5–6 · 45%too few to test
Jeffry9–4 · 69%6–5 · 55%too few to test
Akira14–4 · 78%2–1 · 67%too few to test
Pai3–6 · 33%9–4 · 69%too few to test
Wolf10–5 · 67%2–4 · 33%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?

Dural

Career
400–277 · 59.1%
This season
64 matches · 73.4%
Peak rank
33

First hit in 53.5% of 256 rounds. Won 67.9% of the rounds they struck first, 54.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP3011.7%
backdash into guardG176.6%
crouch into Low Knuckle2P176.6%
Attai2K into down kick+guard2K+G114.3%
Dash Hammer Kick66K103.9%
backdash into evade up103.9%
Nakageri3K93.5%
Low Knuckle2P83.1%
backdash into back, back kick+guard44K+G83.1%
Attai2K into kick+guardK+G72.7%
guardG into punchP72.7%
Attai2K62.3%
crouch into Zensoutai2KK62.3%
down-forward punch+kick3P+K51.9%
forward dash into forward, forward punch+kick66P+K51.9%

70 further openings account for the other 101 rounds.

Brad

Career
119–91 · 56.7%
This season
10 matches · 30.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sit Jab2P511.1%
backdash into Stop Kick4K48.9%
Sway Back4P+K+G into Mighty Knee UpperK36.7%
backdash into guardG36.7%
Ducking6P+K+G into Crush Knee KickK+G24.4%
Ducking6P+K+G into Ducking StraightP24.4%
Sharp Shoot1P into guardG24.4%
backdash into offensive move24.4%
evade down into guardG24.4%
Elbow Hook6P into crouch dash forward12.2%
Ga MuayP+K+G into Sway Back4P+K+G12.2%
Ga MuayP+K+G into kickK12.2%
Middle Spin Kick66K12.2%
Sharp Shoot1P12.2%
Sharp Shoot1P into evade down12.2%

14 further openings account for the other 14 rounds.

Kage

Career
1–2 · 33.3%
This season
2 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jizuridan2P220.0%
Ryubisen44K+G220.0%
crouch into Jizuridan2P220.0%
Engetsugeri9K+G into evade up110.0%
Nakageri3K into evade down110.0%
backdash into guardG110.0%
punchP110.0%

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 (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: 5 of 15 tests hold up
  • Dural: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Kage: not tested (too few rounds)