VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

いかちゃDelay1ごめん

  • Kage
Career matches4,362
Career win rate49.9%
Round win rate49.8%
Peak rank31
Distinct opponents191
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1521 #1,874 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

Lau314,2062,0802,12649.5%
Kage27156966061.5%

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

1,667 of 2,223 rounds counted

7.6 inputs a second (456 a minute) this season. Faster than 62% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau7.74601,548
Kage6.8409119

By opponent's character

Jacky7.8466228
Akira7.9472262
Goh7.7462151
Jeffry7.545098
Wolf7.5449172
Jean7.4442111
Pai7.5452106
El Blaze7.545075
Kage7.746035
Lei Fei7.041743
Lau8.047776
Lion8.048151
Aoi7.444433
Shun7.243357
Sarah7.243042
Vanessa7.344030
Brad7.746135
Eileen7.042019
Taka7.444526
Dural7.142717

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

Jacky80473358.8%+7.6
Akira77364146.8%-2.6
Goh56312555.4%+3.2
Jeffry52213140.4%-9.0
Wolf51321962.8%+12.5
Jean28131546.4%-2.0
Pai26151157.7%+7.6
El Blaze22111150.0%-0.2
Kage2091145.0%-5.8
Lei Fei1941521.1%-23.1
Lau1861233.3%-11.8
Lion1810855.6%+8.9
Aoi1661037.5%-6.8
Shun167943.8%+0.1
Sarah156940.0%-5.3
Vanessa114736.4%-16.6
Brad105550.0%+2.4
Eileen107370.0%+16.2
Taka73442.9%-7.8
Dural63350.0%+3.9

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 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

Octagon79403950.6%+1.5
Half Fence66392759.1%+12.7
Low Fence59293049.1%-0.4
Rectangle58283048.3%-0.4
Full Fence54243044.4%-3.9
Breakable Half Fence51222943.1%-10.3
Breakable Full Fence45202544.4%-6.8
Open42251759.5%+9.5
Single Wall42241857.1%+9.2
Full Fence and Open32112134.4%-15.8

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
Walls35349.0%49.4%-0.4
No walls14354.5%49.6%+5.0

Walls against open: -5.3 points (95% range -16.3 to +5.7), p 0.343 — 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

獣王(設定2) (Rank 31)2026/10/1853260.0%
Enazo_L18_lol (Rank 31)2026/10/181210283.3%
ji-ru_11 (Rank 30)2026/10/1883537.5%
タイヨウ (Rank 29)2026/10/1454180.0%
poteto (Rank 33)2026/10/1461516.7%
おるが@のびしろF (Rank 33)2026/10/1053260.0%
ノーマルビックアキラ (Rank 29)2026/10/1082625.0%
Koutei (Rank 32)2026/10/0952340.0%
gta4vcs (Rank 28)2026/10/0986275.0%
滝太郎(Takitarou) (Rank 30)2026/10/0763350.0%
CELIS (Rank 28)2026/10/0363350.0%
アルコール中学 (Rank 29)2026/10/03660100.0%
DON1031 (Rank 27)2026/10/0364266.7%
Shadow (Rank 29)2026/10/0362433.3%
ppp_ppp_pppk (Rank 30)2026/10/0353260.0%
La@Stea☆ (Rank 29)2026/09/2564266.7%
Zenpro-052 (Rank 31)2026/09/256060.0%
Sinabro (Rank 30)2026/09/1265183.3%
太鼓の別人@夏Bonus無し (Rank 32)2026/09/1154180.0%
Hamikumaccho (Rank 29)2026/05/2773442.9%
haira_76 (Rank 28)2026/05/2474357.1%
goripon_actor (Rank 28)2026/05/23123925.0%
TOMORV (Rank 28)2026/05/18660100.0%
bh_iflg (Rank 31)2026/05/156060.0%
방가방가햄토리 (Rank 26)2026/05/1594544.4%

Round openings

Lau

Career
2,080–2,126 · 49.5%
This season
529 matches · 49.3%
Peak rank
31

First hit in 45.5% of 1,515 rounds. Won 51.9% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 11.5% of rounds, against 4.5% in their other rounds.
  • Against Akira: backs off first in 40.8% of rounds, against 15.7% against everyone else.
  • On Low Fence stages: waits first in 29.2% of rounds, against 18.1% on the other stages.
  • After winning a round: backs off first in 25.9% of rounds, against 12.1% after losing one.
  • When ahead: backs off first in 25.2% of rounds, against 15.0% when level or behind.
  • In round 3: opens with “66P+K Souko Sensou” in 12.2% of rounds, against 8.5% in their other rounds.
  • Against Akira: opens with “backdash into 46P Kosoushou” in 15.8% of rounds, against 3.6% against everyone else.
  • On Full Fence and Open stages: opens with “crouch into 3K Senchutai” in 11.8% of rounds, against 4.3% on the other stages.
  • After winning a round: opens with “backdash into 46P Kosoushou” in 7.4% of rounds, against 3.0% after losing one.

How is this tested?

Souko Sensou66P+K1449.4%
Fukko Kensou1P1066.9%
Kosoushou46P into forward movement845.5%
backdash into Kosoushou46P835.4%
crouch into Senchutai3K724.7%
Ko'en Senshi66K+G493.2%
Fukko Kensou1P into guardG392.5%
Senchutai3K392.5%
backward movement into Kosoushou46P382.5%
Kosoushou46P into forward dash372.4%
guardG into evade up372.4%
guardG362.4%
Kosoushou46P302.0%
crouch dash forward into guardG241.6%
evade up into crouch dash forward241.6%

179 further openings account for the other 685 rounds.

Counted from 382 of the 529 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
Akira17–24 · 41%4–6 · 40%too few to test
Jacky25–14 · 64%3–3 · 50%too few to test
Jeffry10–19 · 34%6–7 · 46%too few to test
Wolf15–9 · 62%8–3 · 73%too few to test
Goh12–8 · 60%5–2 · 71%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.

147 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?

Not counted here: Kage. Their matches 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 (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: 9 of 15 tests hold up