VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

silients

Career matches1,380
Career win rate53.4%
Round win rate46.6%
Peak rank33
Distinct opponents71
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1593 #1,398 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

Lau331,38073764353.4%

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

738 of 738 rounds counted

9.4 inputs a second (563 a minute) this season. Faster than 91% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau9.4563738

By opponent's character

Akira9.6576118
Shun8.853077
Wolf9.456478
Pai8.852966
Brad9.255167
Lei Fei8.953563
Kage10.965554
Jacky10.160541
Jean9.959729
Lion9.154426
Jeffry9.154524
El Blaze8.550817
Dural9.456417
Goh9.356017
Sarah9.556718
Aoi10.764013
Vanessa8.752413

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

Akira30131743.3%-2.6
Shun1991047.4%+0.1
Wolf1871138.9%-1.8
Pai1771041.2%-2.8
Brad157846.7%-9.8
Lei Fei158753.3%+14.4
Kage138561.5%+26.3
Jacky117463.6%+14.6
Jean73442.9%-9.7
Lion71614.3%-26.7
Jeffry6060.0%-35.6
El Blaze51420.0%-21.6
Dural42250.0%+3.7
Goh43175.0%+20.4
Sarah41325.0%-16.4
Aoi32166.7%+26.7
Vanessa32166.7%+17.5

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Octagon34151944.1%-1.6
Half Fence2112957.1%+13.6
Breakable Half Fence20101050.0%+1.6
Full Fence1941521.1%-23.6
Full Fence and Open1971236.8%-7.8
Low Fence168850.0%+4.5
Single Wall1431121.4%-21.3
Rectangle1310376.9%+31.2
Breakable Full Fence114736.4%-5.1
Open84450.0%+6.0

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls11846.6%45.3%+1.3
No walls3839.5%43.8%-4.3

Walls against open: +5.6 points (95% range -16.3 to +27.6), p 0.614 — 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

southgalaxydevel (Rank 31)2026/10/1432166.7%
banpal946317 (Rank 31)2026/10/1454180.0%
juste (Rank 31)2026/10/1431233.3%
てーらい (Rank 34)2026/10/1431233.3%
danimura (Rank 34)2026/10/1441325.0%
∈挙動不審∋ (Rank 31)2026/10/14330100.0%
VanWinkle (Rank 34)2026/10/14220100.0%
Sinabro (Rank 29)2026/09/302020.0%
nanami.madogiwa (Rank 34)2026/09/0531233.3%
MaBoy (Rank 34)2026/07/2661516.7%
kagemaru1 (Rank 32)2026/07/2352340.0%
IIOld2Play (Rank 29)2026/07/2363350.0%
headup11 (Rank 29)2026/07/23146842.9%
天一 (Rank 33)2026/07/2332166.7%
satoru5110 (Rank 30)2026/07/2331233.3%
漂泊の民回線ジプシー (Rank 35)2026/07/2331233.3%
NORESPECT (Rank 33)2026/07/23110110.0%
kiyohara-j (Rank 32)2026/07/232020.0%
やまだ.com (Rank 37)2026/07/2332166.7%
太鼓の別人@夏Bonus無し (Rank 33)2026/07/2332166.7%
マクシミリアン15世 (Rank 29)2026/07/2332166.7%
monky-d-taku (Rank 29)2026/07/2242250.0%
アドリブ使い (Rank 34)2026/07/2041325.0%
獣王(設定2) (Rank 30)2026/07/0886275.0%
ba(袈裟) (Rank 34)2026/07/0852340.0%

Round openings

Lau

Career
737–643 · 53.4%
This season
181 matches · 44.8%
Peak rank
33

First hit in 48.9% of 603 rounds. Won 52.2% of the rounds they struck first, 38.0% of the rounds they were struck first.

Significant Tells

  • Against Shun: attacks straight away in 29.9% of rounds, against 12.5% against everyone else.
  • After opening the round before by moving in: moves in first in 53.2% of rounds, against 11.1% after anything else.
  • When behind: evades first in 16.2% of rounds, against 7.5% when ahead or level.
  • In round 1: opens with “backdash into evade up” in 17.6% of rounds, against 5.9% in their other rounds.
  • Against Shun: opens with “backdash into evade up” in 18.2% of rounds, against 7.4% against everyone else.
  • On Octagon stages: opens with “46P Kosoushou into forward movement” in 9.0% of rounds, against 2.5% on the other stages.

How is this tested?

backdash into evade up538.8%
crouch dash back into backdash294.8%
Kosoushou46P into forward movement233.8%
forward dash into evade up172.8%
backdash into evade down162.6%
crouch dash back into Kosoushou46P162.6%
crouch into Souchuken2P162.6%
crouch dash back into Saishikkyaku4K152.5%
crouch dash back into Sako Soushou4P+K152.5%
forward dash into guardG142.3%
evade down into crouch dash back122.0%
crouch into Senchutai3K111.8%
evade down into guardG111.8%
guardG into Kosoushou46P111.8%
crouch dash back into guardG101.7%

160 further openings account for the other 335 rounds.

Counted from 148 of the 181 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
Akira6–5 · 55%2–2 · 50%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.

33 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 (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: 6 of 15 tests hold up