VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

riegorou-second

  • Jean
  • Jacky
  • Jeffry
  • El Blaze
  • Pai
  • Kage
Career matches1,248
Career win rate57.5%
Round win rate51.5%
Peak rank36
Distinct opponents59
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1651 #1,046 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

Lau3698355842556.8%
El Blaze30149886159.1%
Jean2865402561.5%
Jeffry2629171258.6%
Jacky262013765.0%
Pai2621150.0%
Kage26000—

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

503 of 544 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

Lau7.0423392
Jean6.538747
Jacky7.846630
Jeffry6.639820
El Blaze6.23733
Pai6.63987
Kage6.84074

By opponent's character

Sarah7.243060
El Blaze7.142862
Kage7.343760
Shun6.539156
Jacky7.142528
Pai7.042144
Lion7.444228
Goh6.740127
Akira6.840726
Brad7.142624
Jeffry7.746020
Aoi7.042118
Eileen6.438417
Vanessa7.64557
Lei Fei6.539011
Wolf7.14269
Dural6.13663
Taka6.13643

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

Sarah1610662.5%+14.3
El Blaze158753.3%+1.8
Kage147750.0%-2.8
Shun148657.1%+7.8
Jacky118372.7%+18.2
Pai112918.2%-35.6
Lion96366.7%+21.8
Goh74357.1%+12.7
Akira61516.7%-39.7
Brad63350.0%-4.5
Jeffry64266.7%+12.5
Aoi52340.0%-4.9
Eileen41325.0%-39.1
Vanessa42250.0%+1.2
Lei Fei32166.7%+15.6
Wolf2020.0%-43.2
Dural110100.0%+49.0
Taka1010.0%-38.3

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

Rectangle2011955.0%+4.3
Octagon1810855.6%+6.1
Breakable Full Fence156940.0%-17.3
Low Fence146842.9%-8.3
Full Fence126650.0%-3.9
Open126650.0%+2.4
Single Wall127558.3%+11.5
Half Fence119281.8%+31.2
Breakable Half Fence93633.3%-7.7
Full Fence and Open2020.0%-55.4

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
Walls8552.9%51.2%+1.7
No walls3850.0%48.8%+1.2

Walls against open: +0.5 points (95% range -18.9 to +19.9), p 0.961 — 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

yusyusonna (Rank 25)2026/10/1765183.3%
HoAssYoAss (Rank 26)2026/10/1753260.0%
がまぶんた親分 (Rank 34)2026/10/1321150.0%
のみ (Rank 36)2026/10/13220100.0%
どろパイ (Rank 30)2026/10/0495455.6%
pizaman (Rank 34)2026/09/142020.0%
BANANA (Rank 30)2026/09/1432166.7%
ガリバー (Rank 30)2026/09/13330100.0%
Ka2 (Rank 34)2026/09/0574357.1%
躑躅 (Rank 36)2026/08/3131233.3%
ヘニオ (Rank 34)2026/08/312020.0%
リーウ (Rank 31)2026/08/3032166.7%
ぷこ (Rank 35)2026/08/3051420.0%
ジークリオン (Rank 37)2026/08/3031233.3%
HAM (Rank 29)2026/08/262020.0%
LEO (Rank 30)2026/08/26105550.0%
都筑まもる君 (Rank 32)2026/08/2631233.3%
寿司眼鉄 (Rank 37)2026/07/2942250.0%
俺様バーンズ (Rank 35)2026/07/2752340.0%
メーティオン 敦美(FF14 (Rank 27)2026/07/25220100.0%
自作マニア@いにしえ (Rank 34)2026/07/06220100.0%
リモコンV (Rank 38)2026/07/0331233.3%
ガウショ (Rank 37)2026/06/0832166.7%
え~る (Rank 28)2026/06/08220100.0%
Phrazes_For_The_Young (Rank 32)2026/05/0931233.3%

Round openings

Every character

backdash into evade down316.5%
backdash into evade up224.6%
backdash into Honshin Hekiken1P+K214.4%
Fukko Kensou1P183.8%
guardG into evade down153.1%
guardG into Fukko Kensou1P91.9%
Honshin Hekiken1P+K81.7%
evade down into guardG81.7%
forward dash into evade up81.7%
Fukko Kensou1P into crouch dash forward71.5%
guardG into Honshin Hekiken1P+K71.5%
Kosoushou46P into forward movement61.2%
backdash into Chisoutai2K+G61.2%
crouch dash back into Sako Soushou4P+K61.2%
forward dash into evade down61.2%

192 further openings account for the other 302 rounds.

Counted from 118 of the 135 matches played. The rest were not pulled for openings.

Lau

Career
558–425 · 56.8%
This season
103 matches · 50.5%
Peak rank
36

First hit in 46.4% of 401 rounds. Won 53.2% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade down266.5%
backdash into Honshin Hekiken1P+K215.2%
backdash into evade up205.0%
Fukko Kensou1P184.5%
guardG into evade down112.7%
guardG into Fukko Kensou1P92.2%
Honshin Hekiken1P+K82.0%
Fukko Kensou1P into crouch dash forward71.7%
guardG into Honshin Hekiken1P+K71.7%
Kosoushou46P into forward movement61.5%
backdash into Chisoutai2K+G61.5%
crouch dash back into Sako Soushou4P+K61.5%
forward dash into evade down61.5%
forward dash into evade up61.5%
Kosoushou46P51.2%

147 further openings account for the other 240 rounds.

Counted from 98 of the 103 matches played. The rest were not pulled for openings.

Jacky

Career
13–7 · 65.0%
This season
8 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Beat KnuckleP+K into Beat Spin KickP+KK28.7%
Spin Heel Sword4K+G into forward movement28.7%
backdash into evade down28.7%
Beat KnuckleP+K into Beat & Back KnuckleP+KP14.3%
Slide Shuffle (Deflect)4P+K+G into evade down14.3%
backdash into Body Blow3P+K14.3%
backdash into Long Stride Back Knuckle4P+K14.3%
backdash into evade up14.3%
backdash into kickK14.3%
backward movement into evade up14.3%
crouch dash back into evade down14.3%
crouch dash back into guardG14.3%
crouch dash forward into Chopping Blow2P+K14.3%
crouch dash forward into Step-in Middle Kick66K+G14.3%
evade down into forward dash14.3%

5 further openings account for the other 5 rounds.

Counted from 6 of the 8 matches played. The rest were not pulled for openings.

Jeffry

Career
17–12 · 58.6%
This season
5 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG212.5%
Double Hammer Down43P16.2%
Ducking Low2K+G16.2%
Low Knuckle2P into evade down16.2%
Middle Hell Stab6P+K16.2%
Tsunami Beat3K+G16.2%
backdash into Megaton Knuckle43P+K16.2%
backdash into evade down16.2%
backdash into evade up16.2%
crouch dash forward into guardG16.2%
guardG16.2%
guardG into Hammer Slide1P16.2%
guardG into Low Knuckle2P16.2%
guardG into crouch16.2%
guardG into evade down16.2%

Counted from 4 of the 5 matches played. The rest were not pulled for openings.

El Blaze

Career
88–61 · 59.1%
This season
4 matches · 75.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Volcano Upper4P+K214.3%
guardG into evade down214.3%
Volcano Upper4P+K17.1%
backdash into evade down17.1%
backdash into forward dash17.1%
crouch dash back into Hammer Smash46P+K17.1%
evade down into crouch dash back17.1%
evade down into guardG17.1%
evade down into throw escape17.1%
forward dash into guardG17.1%
guardG into punchP17.1%
up-back kick+guard7K+G into forward movement17.1%

Jean

Career
40–25 · 61.5%
This season
12 matches · 66.7%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shitamaeken2P214.3%
KounirenPP into KagizukiPPP17.1%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK17.1%
backdash into Doumawashi Kaitengeri46K+G17.1%
backdash into evade down17.1%
crouch dash forward into Gyaku Seikenzuki66P17.1%
crouch dash forward into Tate'enpi33P17.1%
crouch dash forward into guardG17.1%
forward dash into evade up17.1%
forward movement into KagizukiPPP17.1%
guardG into Shitanagi Shutou1P17.1%
punchP into KounirenPP17.1%
punchP into crouch dash back17.1%

Counted from 3 of the 12 matches played. The rest were not pulled for openings.

Pai

Career
1–1 · 50.0%
This season
2 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

RenshouPP into RaigekishouPPP114.3%
Rikensui1P114.3%
backdash into Ensei Soushouheki4P114.3%
backdash into Senchuken6P114.3%
evade down into Souanshou3P+K114.3%
guardG into evade down114.3%
throwP+G into Kochoukyaku4K+G114.3%

Kage

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rasen4P into kickK125.0%
backdash into Hagakure-ryu In Fujingeki46P+KP125.0%
forward dash into throwP+G125.0%
punchP into ResshouPP125.0%

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 (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Lau: 0 of 14 tests hold up
  • Jacky: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Kage: not tested (too few rounds)