VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

爆弾ぱちき

  • Wolf
Career matches1,759
Career win rate57.0%
Round win rate53.9%
Peak rank39
Distinct opponents102
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1783 #432 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

Lau391,60489770755.9%
Wolf321551064968.4%

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

797 of 1,005 rounds counted

8.9 inputs a second (535 a minute) this season. Faster than 86% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau9.0541671
Wolf8.4505126

By opponent's character

Jeffry9.154385
Jacky8.9534118
Kage8.752069
Pai8.852778
Jean8.751951
Lau9.053969
Wolf9.054057
Akira9.355847
Lion9.154750
Lei Fei8.148723
El Blaze9.255339
Brad9.154325
Vanessa8.651725
Goh9.557312
Shun9.053712
Aoi8.953618
Sarah9.85864
Dural8.551015

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

Jeffry31161551.6%-6.9
Jacky30161453.3%-2.8
Kage22111150.0%-8.6
Pai2115671.4%+15.3
Jean1814477.8%+25.4
Lau1771041.2%-14.5
Wolf1710758.8%+4.4
Akira1611568.8%+17.1
Lion1661037.5%-20.0
Lei Fei124833.3%-26.5
El Blaze107370.0%+9.2
Brad83537.5%-25.9
Vanessa73442.9%-10.3
Goh65183.3%+24.4
Shun65183.3%+25.3
Aoi43175.0%+27.2
Sarah43175.0%+16.4
Dural31233.3%-4.6
Eileen1010.0%-46.9

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Low Fence36211558.3%+7.4
Open36201655.6%-0.6
Octagon28161257.1%+0.8
Breakable Half Fence26141253.9%-0.1
Full Fence22111150.0%-4.8
Single Wall2213959.1%+1.4
Breakable Full Fence2013765.0%+7.8
Half Fence1911857.9%+1.0
Rectangle129375.0%+14.3
Full Fence and Open73442.9%-17.0

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls12758.3%56.3%+1.9
No walls9457.4%54.9%+2.5

Walls against open: -0.6 points (95% range -13.8 to +12.6), p 0.929 — 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

フルレバ (Rank 37)2026/10/18106460.0%
DJG10159 (Rank 36)2026/10/1731233.3%
W_takahashi_LJ (Rank 38)2026/10/174040.0%
ハッチンパモス (Rank 41)2026/10/17330100.0%
LEO (Rank 37)2026/10/17107370.0%
塔崎ベル@VT (Rank 38)2026/10/1732166.7%
manatsu_7 (Rank 42)2026/10/113030.0%
寿司眼鉄 (Rank 39)2026/10/1154180.0%
しゆう@1974 (Rank 37)2026/10/1163350.0%
FreddieKing (Rank 40)2026/10/1131233.3%
RedCap (Rank 40)2026/10/1131233.3%
★闘将拉麵男★ (Rank 40)2026/09/23146842.9%
D A I (Rank 35)2026/08/2431233.3%
rikubon-ps (Rank 37)2026/08/2432166.7%
nanbara (Rank 37)2026/08/2485362.5%
ZRX-1100 (Rank 39)2026/08/2364266.7%
B軍団 (Rank 35)2026/07/2652340.0%
zaduhkj (Rank 35)2026/07/2632166.7%
YamchanGTR (Rank 30)2026/07/1732166.7%
[ネ単]-ZEN- (Rank 34)2026/06/1831233.3%
interceptor (Rank 41)2026/05/2731233.3%
太鼓の別人/TaikoStrike (Rank 32)2026/05/2731233.3%
wf_STAYGOLD_aimH (Rank 34)2026/05/0641325.0%
ジュリエッタ紗羅 (Rank 39)2026/05/0632166.7%
bonbon (Rank 38)2026/04/3032166.7%

Round openings

Every character

backdash into evade up8812.3%
backdash into evade down8011.2%
Ko'en Senshi66K+G517.1%
backdash into Senchutai3K446.2%
forward movement into RenkentaiPK365.0%
Rolling Savate6K+G314.3%
backdash into Souko Sensou66P+K304.2%
forward movement into RenshouPP283.9%
forward movement into punchP263.6%
backward movement into evade up212.9%
Kensou4P into Kosoushou46P182.5%
Souko Sensou66P+K182.5%
backdash into punchP152.1%
backdash into throw escape121.7%
backward movement into Hou'ou Soushou6PP111.5%

89 further openings account for the other 205 rounds.

Counted from 177 of the 249 matches played. The rest were not pulled for openings.

Lau

Career
897–707 · 55.9%
This season
219 matches · 54.8%
Peak rank
39

First hit in 47.4% of 584 rounds. Won 58.8% of the rounds they struck first, 50.2% of the rounds they were struck first.

Significant Tells

  • Against Jeffry: attacks straight away in 34.0% of rounds, against 18.4% against everyone else.
  • After losing a round: moves in first in 27.8% of rounds, against 7.6% after winning one.
  • When behind: moves in first in 31.0% of rounds, against 9.6% when ahead or level.
  • Against Kage: opens with “backdash into evade up” in 31.0% of rounds, against 11.0% against everyone else.

How is this tested?

backdash into evade down7412.6%
backdash into evade up7312.4%
Ko'en Senshi66K+G518.7%
backdash into Senchutai3K447.5%
forward movement into RenkentaiPK366.1%
backdash into Souko Sensou66P+K305.1%
forward movement into RenshouPP284.8%
backward movement into evade up203.4%
Kensou4P into Kosoushou46P183.1%
Souko Sensou66P+K183.1%
forward movement into punchP142.4%
backdash into punchP132.2%
backdash into throw escape122.0%
backward movement into Hou'ou Soushou6PP111.9%
Kosoushou46P into forward movement91.5%

59 further openings account for the other 137 rounds.

Counted from 147 of the 219 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
Jeffry9–10 · 47%3–3 · 50%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.

72 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?

Wolf

Career
106–49 · 68.4%
This season
30 matches · 66.7%
Peak rank
32

First hit in 45.9% of 122 rounds. Won 62.5% of the rounds they struck first, 54.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rolling Savate6K+G3124.6%
backdash into evade up1511.9%
forward movement into punchP129.5%
backdash into Savate4K86.3%
backdash into evade down64.8%
Comet Hook1P54.0%
backdash into Short Shoulder46P+K54.0%
Death ScytheK+G43.2%
Heavy Middle Kick3K+G43.2%
forward movement into Elbow Butt4P43.2%
Screw Hook63214P21.6%
backdash into Low Drop Kick62K21.6%
backdash into Rolling Savate6K+G21.6%
backdash into punchP21.6%
evade down into Elbow Butt4P21.6%

21 further openings account for the other 22 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 (15 here; about 0.8 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: 4 of 15 tests hold up
  • Wolf: not tested (too few rounds)