VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

イイクルーン

  • Jacky
Career matches14,879
Career win rate50.1%
Round win rate50.4%
Peak rank39
Distinct opponents416
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1800 #374 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

Lau3914,8177,4257,39250.1%
Jacky2862372559.7%

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

10,043 of 11,439 rounds counted

8.2 inputs a second (492 a minute) this season. Faster than 75% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau8.249210,030
Jacky8.249313

By opponent's character

Kage8.24941,039
Shun8.1487845
Jeffry8.2492801
Akira8.1486884
Lion8.3496804
Lau8.4502717
Jacky8.2490550
Jean8.0480667
Lei Fei8.0481437
Brad8.1487513
Goh8.3500358
Aoi8.6517355
Vanessa8.2492385
El Blaze8.2495310
Pai8.3496304
Sarah8.3499313
Wolf8.4503330
Taka7.7463231
Eileen7.9475129
Dural8.551371

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

Kage29013715347.2%+0.6
Shun24912412549.8%+2.1
Jeffry24011912149.6%-2.9
Akira23211511749.6%+0.6
Lion21410111347.2%-2.1
Lau2101268460.0%+8.4
Jacky173888550.9%+1.1
Jean171967556.1%+2.0
Lei Fei134726253.7%-1.0
Brad132627047.0%-3.9
Goh113446938.9%-12.3
Aoi102515150.0%-2.7
Vanessa100524852.0%+1.6
El Blaze92425045.6%-3.5
Pai92395342.4%-3.3
Sarah87523559.8%+3.1
Wolf82503261.0%+0.7
Taka66293743.9%-1.0
Eileen39241561.5%+9.6
Dural1911857.9%+13.3

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 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

Full Fence33716217548.1%-3.8
Octagon31416514952.5%+1.0
Half Fence30014515548.3%-1.7
Breakable Full Fence29916013953.5%+3.9
Breakable Half Fence28214313950.7%+0.8
Open27914613352.3%+2.1
Low Fence26613013648.9%-2.2
Single Wall26312214146.4%-5.5
Rectangle22611511150.9%+3.0
Full Fence and Open145826356.5%+5.3

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
Walls1,75850.6%50.3%+0.3
No walls80849.3%50.9%-1.6

Walls against open: +1.9 points (95% range -2.3 to +6.2), p 0.375 — 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

reiya---0602 (Rank 37)2026/10/1230161453.3%
村長~災禍の中心~ (Rank 39)2026/10/1130141646.7%
elpopo_3378 (Rank 37)2026/10/0928141450.0%
くりたろう (Rank 38)2026/09/3025141156.0%
ニトロ (Rank 36)2026/09/2429151451.7%
azn3_ayapin (Rank 36)2026/09/0357322556.1%
PuzzG/ぱず爺 (Rank 36)2026/08/28124646051.6%
大◤◥尉 (Rank 38)2026/08/2848163233.3%
VF12360-PC (Rank 37)2026/08/2728101835.7%
うらうちゃん (Rank 35)2026/08/1924141058.3%
lesser-pram7 (Rank 41)2026/08/182241818.2%
interceptor (Rank 40)2026/08/0624111345.8%
なめ (Rank 36)2026/08/0534191555.9%
mossan_opa2 (Rank 33)2026/08/0350262452.0%
しょべるん (Rank 38)2026/08/0328131546.4%
でんでんでん123V (Rank 38)2026/08/022781929.6%
ふかふか (Rank 38)2026/07/2990414945.6%
ikkyusaaan (Rank 36)2026/07/2627171063.0%
ゲッパー (Rank 37)2026/07/2539112828.2%
みんみんさん (Rank 36)2026/07/2025111444.0%
mahiro_725 (Rank 36)2026/07/0338191950.0%
charo-920 (Rank 35)2026/06/3030141646.7%
テクノモデル (Rank 36)2026/06/182820871.4%
KumadaP (Rank 35)2026/06/0741231856.1%
lapislazuli (Rank 37)2026/05/3129131644.8%

Round openings

Every character

crouch into Senchutai3K8497.7%
forward movement into punchP7376.7%
backdash into evade down7076.4%
backdash into Sako Soushou4P+K5665.1%
evade down into guardG3653.3%
crouch dash forward into Sako Soushou4P+K3463.1%
Kosoushou46P into forward movement2742.5%
backward movement into Hou'ou Soushou6PP2712.5%
backdash into Junho Chushou33P2632.4%
backdash into guardG2482.2%
Souko Sensou66P+K into Rouko Tankai6P+K2292.1%
crouch dash back into Sako Soushou4P+K2051.9%
crouch into Souchuken2P1851.7%
Chugeki6P1501.4%
Sako Soushou4P+K1471.3%

468 further openings account for the other 5,498 rounds.

Counted from 2,732 of the 2,837 matches played. The rest were not pulled for openings.

Lau

Career
7,425–7,392 · 50.1%
This season
2,834 matches · 50.6%
Peak rank
39

First hit in 46.3% of 10,952 rounds. Won 54.1% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 26.2% of rounds, against 21.0% in their other rounds.
  • Against Lion: evades first in 20.8% of rounds, against 7.0% against everyone else.
  • After opening the round before by moving in: backs off first in 46.4% of rounds, against 35.4% after anything else.
  • After the opponent opened the round before by backing off: attacks straight away in 24.7% of rounds, against 21.7% after anything else.
  • After winning a round: backs off first in 46.3% of rounds, against 27.8% after losing one.
  • When ahead: backs off first in 43.7% of rounds, against 32.0% when level or behind.
  • After landing the first hit of the round before: backs off first in 39.4% of rounds, against 35.0% after being hit first.
  • In round 4 or later: opens with “backdash into evade down” in 8.1% of rounds, against 5.8% in their other rounds.
  • Against Lau: opens with “crouch into 3K Senchutai” in 13.2% of rounds, against 7.2% against everyone else.
  • On Rectangle stages: opens with “backdash into 4P+K Sako Soushou” in 7.7% of rounds, against 4.9% on the other stages.
  • After opening the round before with “crouch into 3K Senchutai”: opens with “backdash into evade down” in 10.3% of rounds, against 6.8% after anything else.
  • After winning a round: opens with “backdash into evade down” in 10.6% of rounds, against 3.6% after losing one.
  • When ahead: opens with “backdash into evade down” in 9.4% of rounds, against 4.7% when level or behind.
  • After landing the first hit of the round before: opens with “backdash into evade down” in 7.9% of rounds, against 6.4% after being hit first.

How is this tested?

crouch into Senchutai3K8497.7%
forward movement into punchP7366.7%
backdash into evade down7056.4%
backdash into Sako Soushou4P+K5665.1%
evade down into guardG3653.3%
crouch dash forward into Sako Soushou4P+K3463.1%
Kosoushou46P into forward movement2742.5%
backward movement into Hou'ou Soushou6PP2712.5%
backdash into Junho Chushou33P2632.4%
backdash into guardG2482.2%
Souko Sensou66P+K into Rouko Tankai6P+K2292.1%
crouch dash back into Sako Soushou4P+K2051.9%
crouch into Souchuken2P1851.7%
Chugeki6P1501.4%
Sako Soushou4P+K1471.3%

459 further openings account for the other 5,488 rounds.

Counted from 2,729 of the 2,834 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
Kage85–80 · 52%31–50 · 38%+13.3
Shun81–68 · 54%28–35 · 44%+7.3
Jeffry74–77 · 49%31–37 · 46%-0.6
Akira61–66 · 48%35–36 · 49%+3.0
Lion74–73 · 50%17–24 · 41%+10.1
Lau78–52 · 60%31–24 · 56%+3.0
Jacky41–50 · 45%33–21 · 61%-11.9
Jean47–38 · 55%34–28 · 55%-1.6
Lei Fei46–34 · 58%19–18 · 51%+11.0
Brad36–45 · 44%21–17 · 55%-7.3
Goh27–41 · 40%10–20 · 33%too few to test
Aoi30–32 · 48%19–14 · 58%too few to test
Vanessa26–30 · 46%14–9 · 61%too few to test
El Blaze27–32 · 46%8–12 · 40%too few to test
Sarah39–26 · 60%11–9 · 55%too few to test
Wolf29–25 · 54%13–7 · 65%too few to test
Pai21–32 · 40%10–15 · 40%too few to test
Taka20–23 · 47%5–10 · 33%too few to test
Eileen11–8 · 58%10–7 · 59%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.

105 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?

Jacky

Career
37–25 · 59.7%
This season
3 matches · 33.3%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down215.4%
forward movement into Jab Double StraightPPP215.4%
Jab StraightPP into Jab Double StraightPPP17.7%
Middle Smash6P17.7%
Spinning Back Knuckle4P into Double Back Knuckle4PP17.7%
crouch dash back into Dash Hammer Kick66K17.7%
crouch dash back into Spinning Back Knuckle4P17.7%
crouch into Squat Straight2P17.7%
evade down into Groin Kick6K+G17.7%
forward movement into kickK17.7%
forward movement into punchP17.7%

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: 14 of 18 tests hold up
  • Jacky: not tested (too few rounds)