VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lau

デブの方舟

Career matches419
Career win rate64.0%
Round win rate51.2%
Peak rank34
Distinct opponents37
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1589 #1,415 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

Lau3441926815164.0%

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

285 of 285 rounds counted

7.0 inputs a second (420 a minute) this season. Faster than 46% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau7.0420285

By opponent's character

Akira6.841051
Wolf7.042047
El Blaze7.243249
Shun7.142631
Jacky7.242927
Lion7.042017
Jeffry6.841012
Lau6.941612
Aoi6.63956
Goh6.63989
Pai7.34388
Kage5.53314
Sarah7.44443
Taka7.04224
Vanessa7.64555

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

Akira1321115.4%-31.6
Wolf137653.9%+5.0
El Blaze127558.3%+2.6
Shun94544.4%-7.2
Jacky75271.4%+23.0
Lion54180.0%+41.1
Jeffry31233.3%-2.9
Lau3030.0%-52.6
Aoi21150.0%+11.9
Goh21150.0%+1.3
Pai220100.0%+45.3
Kage1010.0%-35.0
Sarah110100.0%+37.7
Taka110100.0%+75.2
Vanessa1010.0%-52.0

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

Breakable Full Fence168850.0%-2.8
Full Fence125741.7%-14.6
Low Fence118372.7%+29.8
Half Fence103730.0%-11.6
Open62433.3%-7.4
Rectangle63350.0%+8.8
Full Fence and Open51420.0%-30.8
Single Wall42250.0%+3.0
Octagon330100.0%+42.5
Breakable Half Fence1010.0%-61.3

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
Walls4845.8%49.4%-3.6
No walls2157.1%45.2%+11.9

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

Most played opponents, most recent first

cokeshi (Rank 31)2026/10/1884450.0%
hibiki1030 (Rank 35)2026/10/1821150.0%
獣王(設定2) (Rank 30)2026/10/1853260.0%
danimura (Rank 35)2026/10/122020.0%
ガリバー (Rank 32)2026/10/12220100.0%
躑躅 (Rank 35)2026/10/123030.0%
チャールズ・バックレ (Rank 35)2026/10/1221150.0%
DJG10159 (Rank 36)2026/10/12110100.0%
絶望ジェフリー (Rank 35)2026/10/1231233.3%
オムレツハンター© (Rank 34)2026/09/121010.0%
mossa_n_assom (Rank 33)2026/09/121010.0%
abacabu (Rank 34)2026/09/121010.0%
bonbon (Rank 35)2026/09/0731233.3%
HB (Rank 30)2026/09/07220100.0%
yubinpapas (Rank 28)2026/09/07110100.0%
ぁ     やごろ (Rank 35)2026/09/0731233.3%
Bird-Tat (Rank 33)2026/09/072020.0%
Laphroaig10 (Rank 37)2026/09/07110100.0%
プリおじ (Rank 32)2026/09/072020.0%
shikemoku- (Rank 29)2026/09/0764266.7%
ガンオンやりたひ (Rank 30)2026/09/0621150.0%
SHUSHUSHU (Rank 30)2026/09/06110100.0%
ぽこぺん太@能登VF部 (Rank 33)2026/09/0654180.0%
そんさく先生@SRGM (Rank 29)2026/09/06220100.0%
JAGAMARU-MIKE (Rank 29)2026/09/06220100.0%

Round openings

Lau

Career
268–151 · 64.0%
This season
75 matches · 48.0%
Peak rank
34

First hit in 52.9% of 174 rounds. Won 57.6% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kosoushou46P2816.1%
backdash into Honshin Hekiken1P+K2212.6%
Fukko Kensou1P169.2%
backdash into Senchutai3K158.6%
backdash into evade up84.6%
Sako Soushou4P+K74.0%
Honshin Hekiken1P+K63.5%
backdash into Sako Soushou4P+K63.5%
backward movement into Chugeki6P63.5%
backdash into Ko'en Souken2P+K42.3%
backdash into guardG42.3%
guardG42.3%
Chugeki6P31.7%
backdash into Kosoushou46P31.7%
backdash into Senkyaku Chushou3KP31.7%

30 further openings account for the other 39 rounds.

Counted from 45 of the 75 matches played. The rest were not pulled for openings.

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)