VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

Jimi_Claymore_AK

  • Pai
  • El Blaze
  • Akira
  • Taka
Career matches2,444
Career win rate79.1%
Round win rate65.1%
Peak rank41
Distinct opponents32
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1891 #155 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

Lau—73956217776.0%
Akira4157847710182.5%
Taka4048437510977.5%
El Blaze404793889181.0%
Pai361641313379.9%

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

289 of 507 rounds counted

8.6 inputs a second (517 a minute) this season. Faster than 81% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai8.953387
El Blaze8.4502138
Akira9.959318
Taka8.450646

By opponent's character

Dural8.953383
Kage8.85267
Vanessa8.551013
Pai8.349645
Taka8.048221
Aoi8.852519
Brad8.752421
El Blaze7.444621
Shun9.255227
Wolf8.953417
Jacky10.06023
Lau8.953312

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

Dural21111052.4%-4.5
Kage1512380.0%+24.5
Vanessa156940.0%-27.5
Pai1211191.7%+3.6
Taka125741.7%-19.3
Aoi108280.0%-7.1
Brad98188.9%+23.1
El Blaze98188.9%-9.1
Shun98188.9%+8.8
Wolf660100.0%+16.9
Akira440100.0%+2.1
Jacky330100.0%+15.1
Lau32166.7%+4.2
Lei Fei32166.7%-0.4
Eileen220100.0%+2.4

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

Single Wall2317673.9%+5.7
Half Fence1610662.5%-8.1
Low Fence149564.3%-11.4
Rectangle138561.5%-5.5
Open127558.3%-14.9
Full Fence11110100.0%+17.1
Breakable Full Fence108280.0%+12.2
Breakable Half Fence108280.0%+2.8
Octagon880100.0%+15.8
Full Fence and Open52340.0%-6.1

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
Walls6877.9%74.2%+3.7
No walls4967.3%71.4%-4.0

Walls against open: +7.7 points (95% range -8.7 to +24.1), p 0.356 — 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

BLACKSTAR (Rank 36)21111052.4%
BLACKALERT!!! (Rank 42)114736.4%
generalripper114 (Rank 39)118372.7%
y2d (Rank 36)71614.3%
JavierTM007XD (Rank 3)660100.0%
ShinAssassin669 (Rank 36)660100.0%
DecepticonSwag (Rank 24)550100.0%
ItsameBS (Rank 32)54180.0%
KDQIBushido (Rank 36)54180.0%
Nomas_Tomas (Rank 30)54180.0%
Crashing_Blow2003 (Rank 33)440100.0%
KDQBushido (Rank 32)43175.0%
S0/\/0faM0therD|_|c|< (Rank 2)440100.0%
steadxman (Rank 13)440100.0%
CMoney012 (Rank 39)32166.7%
Crazpunk (Rank 13)32166.7%
Devin-thatguy (Rank 14)32166.7%
UltraSeBassツ (Rank 34)32166.7%
vf5sega (Rank 37)32166.7%
HATCHETHARRY-002 (Rank 29)220100.0%
Kaashif (Rank 24)220100.0%
Sweetdogg (Rank 1)220100.0%
Vertabral (Rank 11)220100.0%
hoborg (Rank 17)21150.0%
park35 (Rank 30)220100.0%

Most played opponents, most recent first

BLACKSTAR (Rank 36)2026/09/1321111052.4%
Crazpunk (Rank 13)2026/09/1132166.7%
steadxman (Rank 13)2026/09/06440100.0%
Crashing_Blow2003 (Rank 33)2026/07/05440100.0%
DecepticonSwag (Rank 24)2026/07/05550100.0%
ShinAssassin669 (Rank 36)2026/06/29660100.0%
CMoney012 (Rank 39)2026/06/2732166.7%
ItsameBS (Rank 32)2026/06/2754180.0%
JavierTM007XD (Rank 3)2026/06/27660100.0%
HATCHETHARRY-002 (Rank 29)2026/06/27220100.0%
Sweetdogg (Rank 1)2026/06/27220100.0%
Vertabral (Rank 11)2026/06/27220100.0%
KDQIBushido (Rank 36)2026/06/1454180.0%
KDQBushido (Rank 32)2026/05/3143175.0%
Nomas_Tomas (Rank 30)2026/05/3154180.0%
generalripper114 (Rank 39)2026/05/17118372.7%
Devin-thatguy (Rank 14)2026/05/1132166.7%
BLACKALERT!!! (Rank 42)2026/05/10114736.4%
UltraSeBassツ (Rank 34)2026/05/1032166.7%
S0/\/0faM0therD|_|c|< (Rank 2)2026/05/10440100.0%
y2d (Rank 36)2026/05/1071614.3%
hoborg (Rank 17)2026/04/2021150.0%
Kaashif (Rank 24)2026/04/20220100.0%
park35 (Rank 30)2026/04/20220100.0%
vf5sega (Rank 37)2026/04/0232166.7%

Round openings

Every character

crouch dash forward into evade down397.7%
backdash into evade down387.5%
forward movement into punchP275.3%
crouch dash back into evade down224.3%
evade down into forward dash163.2%
backdash into Meishouho4P+K+G132.6%
crouch dash forward into throw escape122.4%
crouch dash back into guardG81.6%
crouch dash forward into crouch71.4%
backward movement into evade down61.2%
evade down into throw escape61.2%
forward movement into Renken ToukyakuPPK61.2%
Hiji'ate6P51.0%
Shouda46PP into Rising Back Spin Kick46PPK51.0%
backdash into evade up51.0%

198 further openings account for the other 292 rounds.

Pai

Career
131–33 · 79.9%
This season
45 matches · 55.6%
Peak rank
36

First hit in 49.4% of 180 rounds. Won 56.2% of the rounds they struck first, 50.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into evade down179.3%
forward movement into punchP147.7%
backdash into Meishouho4P+K+G137.1%
backdash into evade down105.5%
evade down into forward dash95.0%
crouch dash back into evade down73.9%
forward movement into Renken ToukyakuPPK63.3%
crouch dash back into Ensei Soushouheki4P42.2%
evade up into forward dash42.2%
backdash into Henshin Engeki44P31.6%
backdash into evade up31.6%
crouch dash back into Henshin Engeki44P31.6%
crouch dash back into guardG31.6%
crouch into Souka Senpukyaku3PK31.6%
Henshin Engeki44P into backward movement21.1%

68 further openings account for the other 81 rounds.

El Blaze

Career
388–91 · 81.0%
This season
38 matches · 97.4%
Peak rank
40

First hit in 51.5% of 138 rounds. Won 77.5% of the rounds they struck first, 85.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1813.0%
crouch dash back into evade down96.5%
forward movement into punchP75.1%
crouch dash forward into evade down64.3%
Shouda46PP into Rising Back Spin Kick46PPK53.6%
backward movement into evade down53.6%
crouch dash forward into throw escape42.9%
forward dash into throw escape42.9%
crouch dash forward into crouch32.2%
evade down into forward dash32.2%
forward movement into Jab~High KickPK32.2%
throw escape32.2%
up-back kick+guard7K+G into forward movement32.2%
Middle Kick3K21.4%
Sit Jab2P into evade down21.4%

49 further openings account for the other 61 rounds.

Akira

Career
477–101 · 82.5%
This season
27 matches · 66.7%
Peak rank
41

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into evade down77.3%
crouch dash forward into throw escape55.2%
Senzankou66P+K into throwP+G44.2%
crouch dash back into evade down44.2%
forward dash into Jouho Touken6P33.1%
Geimon Tessen46P+K+G22.1%
Rimon Chouchu66P22.1%
Rimon Chouchu66P into forward dash22.1%
backdash into Geimon Tessen46P+K+G22.1%
backdash into evade down22.1%
crouch dash back into guardG22.1%
crouch dash forward into Youhou33P22.1%
evade down into forward dash22.1%
evade down into kickK22.1%
forward movement into punchP22.1%

51 further openings account for the other 53 rounds.

Taka

Career
375–109 · 77.5%
This season
23 matches · 69.6%
Peak rank
40

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into evade down99.9%
backdash into evade down88.8%
Hiji'ate6P55.5%
kickK55.5%
forward movement into punchP44.4%
crouch dash forward into throw escape33.3%
guardG into evade down33.3%
backdash into Ao'oni Midaremage214P+K22.2%
backdash into throw escape22.2%
crouch dash back into Onigoroshi3P22.2%
crouch dash back into evade down22.2%
crouch dash back into guardG22.2%
crouch dash forward into guardG22.2%
evade down into forward dash22.2%
evade down into throw escape22.2%

37 further openings account for the other 38 rounds.

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

  • Pai: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Taka: not tested (too few rounds)