VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

super-aokun0906

  • Pai
Career matches7,678
Career win rate52.2%
Round win rate47.9%
Peak rank41
Distinct opponents248
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1766 #490 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

Lau414,5212,2862,23550.6%
Eileen—2,0241,12889655.7%
Pai401,13359254152.2%

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

3,712 of 4,549 rounds counted

10.4 inputs a second (623 a minute) this season. Faster than 97% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau10.46262,841
Pai10.2612871

By opponent's character

Akira10.3621340
Kage10.2610296
Jacky10.3620273
Wolf10.8649278
Shun10.8649266
Sarah10.3621281
Lau10.2614255
Brad10.3618238
Vanessa10.6635217
Jeffry10.3619179
Lion10.3617204
Goh10.2610182
Pai10.1608204
Aoi10.2614119
El Blaze10.8646105
Jean10.663490
Eileen10.260957
Lei Fei10.563281
Taka10.060235
Dural9.355912

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

Akira107466143.0%+0.8
Kage90434747.8%+0.6
Jacky85394645.9%+2.0
Wolf81344742.0%-1.8
Shun79364345.6%+1.8
Sarah77433455.8%+7.3
Lau72294340.3%-6.9
Brad70323845.7%+1.4
Vanessa67333449.2%+1.5
Jeffry64283643.8%-7.1
Lion60293148.3%+3.4
Goh56312555.4%+4.5
Pai52242846.1%-0.3
Aoi39192048.7%+2.5
El Blaze36201655.6%+7.4
Jean30111936.7%-10.7
Eileen2241818.2%-26.7
Lei Fei21111052.4%+9.2
Taka126650.0%+8.1
Dural5050.0%-51.0

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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 Fence130616946.9%+2.8
Octagon129537641.1%-6.6
Single Wall125606548.0%+1.5
Low Fence122517141.8%-3.3
Rectangle111565550.5%+4.1
Half Fence110595153.6%+7.3
Open108416738.0%-7.1
Breakable Half Fence95415443.2%-3.6
Breakable Full Fence93504353.8%+9.6
Full Fence and Open48222645.8%-4.7

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
Walls66847.9%46.1%+1.8
No walls35542.8%45.3%-2.5

Walls against open: +4.3 points (95% range -2.1 to +10.7), p 0.192 — 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

空き缶。 (Rank 41)2026/10/172081240.0%
あむざん (Rank 42)2026/10/17111109.1%
デネ (Rank 40)2026/10/16139469.2%
ゲッパー (Rank 38)2026/10/162618869.2%
自作マニア@むめい。 (Rank 40)2026/10/151661037.5%
expensive-sand (Rank 39)2026/10/15124833.3%
ピーエス (Rank 38)2026/10/15127558.3%
ひらがなであおき (Rank 42)2026/10/131961331.6%
うるヲ参拾 (Rank 39)2026/10/12129375.0%
iiv272 (Rank 41)2026/10/12147750.0%
VF12360-PC (Rank 38)2026/10/10158753.3%
たたみん♪ (Rank 40)2026/10/10127558.3%
灘琉豪/HSA (Rank 43)2026/10/09126650.0%
村長~災禍の中心~ (Rank 40)2026/10/04117463.6%
hatarakedo_tagayasedo... (Rank 42)2026/10/041751229.4%
愛蒔らぶり (Rank 42)2026/10/02168850.0%
中四国ウルフ (Rank 42)2026/09/271441028.6%
どっせ (Rank 41)2026/09/03134930.8%
オダム道 (Rank 36)2026/08/23114736.4%
klkun (Rank 42)2026/08/03105550.0%
stepan_BVFA (Rank 38)2026/07/29158753.3%
おかし (Rank 43)2026/07/261751229.4%
かんしゅ (Rank 42)2026/07/25123925.0%
RUSH (Rank 37)2026/07/2527141351.9%
トーマス軍団残党K (Rank 36)2026/06/07128466.7%

Round openings

Every character

crouch into Souchuken48012.0%
punchP2285.7%
backdash into evade up1954.9%
backdash into guardG1844.6%
Chugeki6P1604.0%
crouch into Senchutai1594.0%
Shakashou3P into RenshouPP892.2%
forward dash into Chisoutai2K+G872.2%
Fukko Kensou1P832.1%
punchP into crouch dash forward691.7%
Souko Sensou66P+K651.6%
crouch into Renkanshou3PPP591.5%
backdash into Honshin Hekiken1P+K571.4%
backdash into Junho Chushou33P571.4%
backdash into Sako Soushou4P+K571.4%

329 further openings account for the other 1,963 rounds.

Counted from 987 of the 1,125 matches played. The rest were not pulled for openings.

Lau

Career
2,286–2,235 · 50.6%
This season
909 matches · 46.0%
Peak rank
41

First hit in 56.7% of 3,661 rounds. Won 48.7% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: moves in first in 19.6% of rounds, against 8.8% in their other rounds.
  • Against Shun: moves in first in 23.1% of rounds, against 10.7% against everyone else.
  • In round 2: opens with “P punch” in 9.2% of rounds, against 4.9% in their other rounds.
  • Against Kage: opens with “6P Chugeki” in 12.2% of rounds, against 3.7% against everyone else.
  • When behind: opens with “6P Chugeki” in 7.6% of rounds, against 4.5% when ahead or level.

How is this tested?

crouch into Souchuken2P45912.5%
punchP2195.9%
backdash into evade up1855.0%
backdash into guardG1835.0%
Chugeki6P1604.3%
crouch into Senchutai3K1464.0%
Shakashou3P into RenshouPP892.4%
forward dash into Chisoutai2K+G872.4%
Fukko Kensou1P832.2%
Souko Sensou66P+K651.8%
punchP into crouch dash forward631.7%
crouch into Renkanshou3PPP591.6%
backdash into Honshin Hekiken1P+K571.6%
backdash into Junho Chushou33P571.6%
backdash into Sako Soushou4P+K571.6%

277 further openings account for the other 1,716 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira18–26 · 41%13–13 · 50%too few to test
Shun16–23 · 41%13–12 · 52%too few to test
Wolf18–24 · 43%11–11 · 50%too few to test
Kage24–23 · 51%10–9 · 53%too few to test
Jacky24–20 · 55%6–13 · 32%too few to test
Sarah28–16 · 64%6–8 · 43%too few to test
Vanessa19–21 · 48%6–9 · 40%too few to test
Jeffry14–17 · 45%9–7 · 56%too few to test
Brad18–19 · 49%6–6 · 50%too few to test
Lion18–13 · 58%5–12 · 29%too few to test
Pai9–13 · 41%8–13 · 38%too few to test
Lau11–9 · 55%7–11 · 39%too few to test
Goh7–7 · 50%9–10 · 47%too few to test
El Blaze8–9 · 47%8–5 · 62%too few to test
Aoi11–11 · 50%2–6 · 25%too few to test
Jean5–14 · 26%2–2 · 50%too few to test
Eileen1–11 · 8%3–5 · 38%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?

Pai

Career
592–541 · 52.2%
This season
216 matches · 46.3%
Peak rank
40

First hit in 57.6% of 307 rounds. Won 53.7% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

crouch into Souka Rensui3PP247.8%
Honshin Soukyaku1K+G216.8%
crouch into Souchuken2P216.8%
Soukasui3P into Souka Rensui3PP144.6%
Soukasui3P into Souka Senpukyaku3PK134.2%
crouch into Senchutai3K134.2%
Senchuken6P123.9%
forward movement into punchP113.6%
Soukasui3P into backward movement103.3%
backdash into evade up103.3%
guardG into Souka Rensui3PP92.9%
punchP92.9%
guardG into punchP82.6%
punchP into kickK72.3%
guardG into Souka Senpukyaku3PK61.9%

73 further openings account for the other 119 rounds.

Counted from 78 of the 216 matches played. The rest were not pulled for openings.

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 (27 here; about 1.4 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: 5 of 18 tests hold up
  • Pai: 0 of 9 tests hold up