VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

Ghettoyaco

  • Akira
Career matches568
Career win rate68.1%
Round win rate61.2%
Peak rank35
Distinct opponents26
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1715 #725 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

Lau3549734215568.8%
Goh—56322457.1%
Akira261513286.7%

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

400 of 438 rounds counted

8.9 inputs a second (534 a minute) this season. Faster than 86% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau8.9534400

By opponent's character

Goh9.0538114
Akira8.953362
Lau9.255230
Shun9.154335
Jean8.852837
Jeffry8.551237
Sarah8.651422
Jacky8.852822
Eileen8.75233
Dural9.456213
Lei Fei9.75837
Lion8.65189
Pai8.04814
Taka10.16055

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

Goh29181162.1%-5.4
Akira157846.7%-15.1
Lau119281.8%+25.2
Shun118372.7%-4.8
Jean104640.0%-7.1
Jeffry96366.7%+5.6
Sarah85362.5%-0.9
Jacky660100.0%+13.9
Eileen54180.0%+0.5
Dural32166.7%-12.4
Lei Fei220100.0%+3.6
Lion21150.0%+1.8
Pai110100.0%+34.5
Taka110100.0%+43.8

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

Rectangle1914573.7%+10.2
Low Fence1710758.8%-4.1
Breakable Half Fence137653.9%-20.1
Full Fence116554.5%-9.4
Full Fence and Open119281.8%+19.2
Open105550.0%-13.5
Breakable Full Fence98188.9%+25.6
Octagon95455.6%-10.3
Half Fence75271.4%+0.1
Single Wall43175.0%+13.1

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
Walls6866.2%66.7%-0.5
No walls3158.1%62.3%-4.2

Walls against open: +3.7 points (95% range -17.2 to +24.6), p 0.727 — 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

NaughtNaught (Rank 31)2026/09/102112957.1%
Rodryu (Rank 33)2026/09/0985362.5%
Espiro (Rank 36)2026/09/022014670.0%
kila_kam (Rank 40)2026/08/3121150.0%
drive0 (Rank 23)2026/08/31110100.0%
Akumasama (Rank 34)2026/08/311010.0%
Lightwing (Rank 32)2026/08/31110100.0%
niki.f (Rank 2)2026/08/31110100.0%
Dadino67italy (Rank 36)2026/08/3183537.5%
F0XN3RO (Rank 18)2026/08/3132166.7%
Psilo (Rank 24)2026/08/29330100.0%
Mode:PLAY:) (Rank 38)2026/08/2921150.0%
RealPaladin777 (Rank 9)2026/08/27330100.0%
RickoSama (Rank 23)2026/08/27440100.0%
brogasaurusrex (Rank 33)2026/08/2763350.0%
Kingheim (Rank 33)2026/08/272020.0%
Fubuki4869 (Rank 33)2026/08/2731233.3%
Denki04 (Rank 34)2026/08/2742250.0%
DelTaco (Rank 28)2026/08/22330100.0%
[EU][FR]mortal(no1bar) (Rank 25)2026/08/22220100.0%
LordBaconTheBoss (Rank 30)2026/08/2221150.0%
Cpt.Spaulding (Rank 2)2026/06/15220100.0%
NantoSeiken (Rank 28)2026/04/2632166.7%
Khan_Rhan (Rank 27)2026/04/2243175.0%
axric (Rank 21)2026/03/30330100.0%

Round openings

Every character

backdash into Honshin Hekiken1P+K5011.4%
punchP4811.0%
crouch into Senchutai3K398.9%
Fukko Kensou1P378.4%
backdash into evade up245.5%
backdash into Senchutai3K153.4%
Shakashou3P into punchP143.2%
crouch dash forward into evade down133.0%
punchP into RenshouPP122.7%
Shakashou3P into RenkentaiPK92.0%
crouch dash back into Kasoutai2K92.0%
Senchutai3K into crouch71.6%
RenshouPP into Renshou Senputai3PPK61.4%
forward dash into evade up61.4%
guardG61.4%

77 further openings account for the other 143 rounds.

Lau

Career
342–155 · 68.8%
This season
109 matches · 64.2%
Peak rank
35

First hit in 49.3% of 422 rounds. Won 64.9% of the rounds they struck first, 56.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into Honshin Hekiken1P+K5011.8%
punchP4811.3%
crouch into Senchutai3K399.2%
Fukko Kensou1P378.7%
backdash into evade up225.2%
backdash into Senchutai3K153.5%
Shakashou3P into punchP143.3%
crouch dash forward into evade down133.1%
punchP into RenshouPP122.8%
Shakashou3P into RenkentaiPK92.1%
crouch dash back into Kasoutai2K92.1%
Senchutai3K into crouch71.6%
RenshouPP into Renshou Senputai3PPK61.4%
forward dash into evade up61.4%
guardG61.4%

69 further openings account for the other 131 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Goh12–8 · 60%2–1 · 67%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?

Akira

Career
13–2 · 86.7%
This season
4 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P321.4%
backdash into evade up214.3%
forward dash into Rimon Chouchu66P214.3%
Sokutai3K17.1%
backdash into Koboku214P17.1%
backward movement into evade up17.1%
crouch dash back into Gekiho Honko2P+K+G17.1%
crouch dash forward into Youhou33P17.1%
crouch into Youhou33P17.1%
forward dash into Jouho Touken6P17.1%

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 (12 here; about 0.6 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: 0 of 12 tests hold up
  • Akira: not tested (too few rounds)