VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

zephyr_dural

Career matches19,768
Career win rate45.4%
Round win rate45.8%
Peak rank33
Distinct opponents598
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1553 #1,660 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

Lau3319,7688,96810,80045.4%

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

9,197 of 10,904 rounds counted

7.2 inputs a second (429 a minute) this season. Faster than 50% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau7.24299,197

By opponent's character

Akira7.44441,070
Jacky7.24341,003
Jeffry7.3441879
Wolf7.2433733
Goh7.2430667
Jean7.2432690
Aoi6.8409495
Kage7.1426395
Lion7.2431452
Brad7.3441362
Lau7.4445321
El Blaze7.0420370
Sarah6.8410377
Lei Fei7.0419305
Shun6.2375265
Pai6.6398253
Vanessa7.0422287
Taka7.7463178
Eileen6.941159
Dural5.633436

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

Akira30913417543.4%-0.3
Jacky28912316642.6%-0.0
Jeffry26112014146.0%+4.0
Wolf21310910451.2%+6.5
Goh2021039951.0%+6.3
Jean1971029551.8%+10.4
Aoi145658044.8%+0.5
Kage126487838.1%-1.8
Lion126468036.5%+2.0
Brad115427336.5%-4.9
Lau108268224.1%-12.9
El Blaze106475944.3%-0.0
Sarah101416040.6%-3.4
Lei Fei89305933.7%-8.7
Shun88256328.4%-14.7
Pai86365041.9%-6.0
Vanessa78304838.5%-1.2
Taka54213338.9%-2.7
Eileen2171433.3%-4.9
Dural112918.2%-22.0

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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 Fence31012918141.6%-0.4
Rectangle30113416744.5%+1.9
Octagon28812416443.1%-0.2
Breakable Half Fence26511515043.4%+0.5
Single Wall2659616936.2%-6.9
Open25710115639.3%-3.5
Breakable Full Fence25611214443.8%-0.8
Half Fence25511414144.7%+3.9
Full Fence24611313345.9%+4.7
Full Fence and Open148608840.5%+0.6

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
Walls1,61144.2%42.7%+1.5
No walls83239.2%42.3%-3.1

Walls against open: +4.5 points (95% range +0.3 to +8.8), p 0.037 — a difference this size is unlikely to be chance.

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

ヘニオ (Rank 33)2026/10/1737181948.6%
マクシミリアン15世 (Rank 33)2026/10/1627131448.1%
五寸釘くん (Rank 34)2026/10/1628131546.4%
タイヨウ (Rank 29)2026/10/112016480.0%
ノーマルビックアキラ (Rank 29)2026/10/10157846.7%
タピる。 (Rank 34)2026/10/102011955.0%
ワクワク (Rank 32)2026/10/051541126.7%
elf4sale (Rank 32)2026/10/04148657.1%
ミルク警察 (Rank 32)2026/10/031871138.9%
BigBoin (Rank 35)2026/10/022011955.0%
ぬっき~@ (Rank 36)2026/10/02147750.0%
nanami.madogiwa (Rank 31)2026/10/0233122136.4%
guigui8393 (Rank 36)2026/09/30167943.8%
NORESPECT (Rank 37)2026/09/3068214730.9%
∈挙動不審∋ (Rank 33)2026/09/291410471.4%
neary (Rank 32)2026/09/291951426.3%
bonbon (Rank 33)2026/09/292191242.9%
yamaneko (Rank 33)2026/09/2826111542.3%
tamaneen (Rank 32)2026/09/242112957.1%
CLEARCARE (Rank 41)2026/09/051841422.2%
寿司眼鉄 (Rank 36)2026/09/031741323.5%
ちょいそる (Rank 26)2026/08/262051525.0%
maripon (Rank 32)2026/07/291813572.2%
くろなぎ (Rank 31)2026/07/272013765.0%
interceptor (Rank 34)2026/07/233352815.2%

Round openings

Lau

Career
8,968–10,800 · 45.4%
This season
2,725 matches · 42.5%
Peak rank
33

First hit in 40.2% of 10,187 rounds. Won 46.8% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 6.6% of rounds, against 1.9% in their other rounds.
  • Against Akira: moves in first in 50.8% of rounds, against 31.1% against everyone else.
  • On Full Fence and Open stages: moves in first in 39.9% of rounds, against 33.1% on the other stages.
  • After opening the round before by waiting: waits first in 40.2% of rounds, against 22.5% after anything else.
  • After losing a round: waits first in 44.7% of rounds, against 9.1% after winning one.
  • When behind: waits first in 46.3% of rounds, against 14.8% when ahead or level.
  • In round 2: opens with “66P+K Souko Sensou” in 19.9% of rounds, against 12.2% in their other rounds.
  • Against Wolf: opens with “G guard into throw escape” in 13.7% of rounds, against 3.8% against everyone else.
  • After opening the round before with “G guard”: opens with “G guard” in 23.1% of rounds, against 9.6% after anything else.
  • After losing a round: opens with “G guard” in 18.4% of rounds, against 2.5% after winning one.
  • When behind: opens with “G guard” in 19.9% of rounds, against 4.5% when ahead or level.

How is this tested?

Souko Sensou66P+K1,44714.1%
forward movement into punchP1,25012.2%
guardG1,07910.5%
crouch dash forward into guardG5185.0%
guardG into throw escape4774.6%
Shakashou3P into RenshouPP3963.9%
crouch dash forward into throw escape3763.7%
guardG into Sako Soushou4P+K3573.5%
guardG into RenshouPP2142.1%
guardG into Senchutai3K2062.0%
Ko'en Senshi66K+G2052.0%
crouch dash forward into evade down1661.6%
crouch dash forward into Senchutai3K1621.6%
crouch dash forward into Chugeki6P1501.5%
forward movement into RenshouPP1441.4%

294 further openings account for the other 3,126 rounds.

Counted from 2,562 of the 2,725 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
Akira82–92 · 47%32–57 · 36%+8.7
Jacky66–94 · 41%31–43 · 42%-2.5
Jeffry73–76 · 49%32–47 · 41%+9.0
Wolf63–52 · 55%35–38 · 48%+4.3
Goh58–49 · 54%29–35 · 45%+7.9
Jean59–59 · 50%26–25 · 51%-2.9
Aoi33–47 · 41%17–19 · 47%-10.8
Lion30–49 · 38%11–23 · 32%+9.0
Kage26–40 · 39%12–26 · 32%+1.7
Brad24–29 · 45%14–26 · 35%+8.6
El Blaze21–30 · 41%10–16 · 38%too few to test
Lau14–44 · 24%7–20 · 26%too few to test
Sarah23–27 · 46%14–23 · 38%+12.6
Lei Fei18–32 · 36%10–16 · 38%too few to test
Pai27–26 · 51%7–15 · 32%too few to test
Shun19–33 · 37%4–20 · 17%too few to test
Vanessa21–27 · 44%8–16 · 33%too few to test
Taka12–20 · 38%4–10 · 29%too few to test
Eileen6–6 · 50%1–4 · 20%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

163 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?

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 (18 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 18 tests hold up