VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

naowai

Career matches5,445
Career win rate27.9%
Round win rate40.7%
Peak rank23
Distinct opponents398
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1145 #3,543 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

Lau235,4451,5213,92427.9%

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

3,641 of 4,813 rounds counted

7.3 inputs a second (441 a minute) this season. Faster than 55% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau7.34413,641

By opponent's character

Akira7.3438510
Sarah7.3440373
Aoi7.4442327
Jacky7.4445280
Goh7.5449210
Wolf7.5448246
Pai7.2432166
Jeffry7.4446174
Shun7.2433204
Vanessa7.4444155
Lau7.2431190
Kage7.2433157
Lion7.5447141
Jean7.343680
El Blaze7.5450100
Lei Fei7.344093
Eileen7.142575
Taka7.444288
Brad7.444555
Dural7.545117

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

Akira1686510338.7%+4.4
Sarah129418831.8%-1.6
Aoi120546645.0%+14.1
Jacky85265930.6%-2.9
Goh72244833.3%-0.9
Wolf72205227.8%-6.9
Pai66273940.9%+13.8
Jeffry62154724.2%-6.5
Shun60174328.3%-7.5
Vanessa51153629.4%-4.4
Lau50203040.0%+2.0
Kage47153231.9%-2.1
Lion4473715.9%-18.5
Jean3963315.4%-19.7
El Blaze3472720.6%-12.3
Lei Fei33151845.5%+11.8
Eileen32161650.0%+15.6
Taka2891932.1%-5.9
Brad25101540.0%+8.0
Dural61516.7%-4.7

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 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

Single Wall1544411028.6%-6.4
Rectangle143519235.7%+1.9
Breakable Half Fence138419729.7%-4.3
Half Fence112347830.4%-2.8
Open112427037.5%+3.1
Full Fence110397135.5%+4.1
Breakable Full Fence106406637.7%+5.6
Octagon104386636.5%+2.3
Low Fence96356136.5%+5.8
Full Fence and Open79235629.1%-6.5

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
Walls71334.1%33.3%+0.8
No walls36233.4%33.5%-0.1

Walls against open: +0.9 points (95% range -5.9 to +7.7), p 0.795 — 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

osaka_mouko4649 (Rank 24)2026/10/1484450.0%
たかティン (Rank 23)2026/10/1473442.9%
まめぱぱ (Rank 23)2026/10/1384450.0%
jqy911 (Rank 22)2026/10/12112918.2%
K.K.カブキモノ (Rank 24)2026/10/11134930.8%
neco (Rank 23)2026/10/1194544.4%
patosa (Rank 24)2026/09/27151146.7%
Lucifer-1971 (Rank 24)2026/09/22103730.0%
kanreki-jijii (Rank 22)2026/09/151913668.4%
委員ちょ (Rank 21)2026/09/141312192.3%
G.S (Rank 21)2026/09/10147750.0%
你是来拉屎的吗 (Rank 22)2026/09/067070.0%
nakamine0824 (Rank 23)2026/09/0283537.5%
nagare004 (Rank 23)2026/08/2384450.0%
avolpe (Rank 24)2026/08/2183537.5%
dalmax72 (Rank 22)2026/08/172071335.0%
nekosuke1515 (Rank 23)2026/08/02138561.5%
hide-on1966 (Rank 21)2026/07/3082625.0%
yonchi41 (Rank 23)2026/07/2793633.3%
dojoGR (Rank 21)2026/07/261221016.7%
たくん (Rank 25)2026/07/2175271.4%
格雷希欧 (Rank 24)2026/07/2072528.6%
ornate_focus5 (Rank 21)2026/07/0686275.0%
hide2480gt (Rank 21)2026/06/2576185.7%
TAK (Rank 23)2026/05/20111109.1%

Round openings

Lau

Career
1,521–3,924 · 27.9%
This season
1,223 matches · 33.5%
Peak rank
23

First hit in 52.2% of 4,314 rounds. Won 43.5% of the rounds they struck first, 37.8% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 46.8% of rounds, against 33.9% in their other rounds.
  • Against Wolf: waits first in 32.6% of rounds, against 18.3% against everyone else.
  • On Half Fence stages: evades first in 5.4% of rounds, against 2.8% on the other stages.
  • After opening the round before by backing off: evades first in 4.3% of rounds, against 2.5% after anything else.
  • After the opponent opened the round before by attacking: waits first in 19.7% of rounds, against 15.3% after anything else.
  • After winning a round: attacks straight away in 53.6% of rounds, against 31.5% after losing one.
  • When ahead: attacks straight away in 49.0% of rounds, against 35.9% when level or behind.
  • In round 1: opens with “crouch into 2K+G Chisoutai” in 21.0% of rounds, against 11.4% in their other rounds.
  • Against Sarah: opens with “K kick into KK Ko'en Tenshinkyaku” in 13.6% of rounds, against 5.8% against everyone else.
  • After opening the round before with “backdash into 4K+G Enjin Senpukyaku”: opens with “backdash into 4K+G Enjin Senpukyaku” in 17.1% of rounds, against 9.1% after anything else.
  • After winning a round: opens with “K kick into KK Ko'en Tenshinkyaku” in 12.0% of rounds, against 5.0% after losing one.
  • When ahead: opens with “PPP Raigekishou into PPPK Renkan Tenshinkyaku” in 5.9% of rounds, against 3.7% when level or behind.

How is this tested?

crouch into Chisoutai2K+G60013.8%
backdash into Enjin Senpukyaku4K+G43910.1%
kickK into Ko'en TenshinkyakuKK2856.6%
RaigekishouPPP into Renkan TenshinkyakuPPPK1994.6%
Fukko Kensou1P1734.0%
punchP into RenshouPP1724.0%
Chugeki6P into Hou'ou Soushou6PP1683.9%
backdash into Fukko Kensou1P1323.0%
backdash into backward movement1303.0%
backdash into Chisoutai2K+G1242.9%
Touku Kosenkyaku9K1122.6%
backdash into Saishikkyaku4K1112.6%
backdash into crouch952.2%
backdash922.1%
guardG912.1%

202 further openings account for the other 1,420 rounds.

Counted from 1,101 of the 1,223 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
Akira37–61 · 38%21–28 · 43%-2.8
Aoi25–31 · 45%21–22 · 49%-1.8
Sarah24–39 · 38%8–26 · 24%+10.6
Jacky15–31 · 33%7–16 · 30%too few to test
Wolf12–23 · 34%4–18 · 18%too few to test
Goh10–25 · 29%8–12 · 40%too few to test
Pai8–25 · 24%16–6 · 73%too few to test
Jeffry5–22 · 19%4–16 · 20%too few to test
Shun8–21 · 28%5–5 · 50%too few to test
Vanessa11–23 · 32%1–7 · 12%too few to test
Lau11–23 · 32%3–3 · 50%too few to test
Kage8–17 · 32%4–12 · 25%too few to test
Jean3–18 · 14%2–9 · 18%too few to test
Lion3–19 · 14%2–8 · 20%too few to test
Lei Fei8–7 · 53%1–5 · 17%too few to test
El Blaze3–9 · 25%1–9 · 10%too few to test
Eileen11–8 · 58%2–4 · 33%too few to test
Brad7–8 · 47%2–5 · 29%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.

122 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: 12 of 18 tests hold up