VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

かっこいいらう

Career matches8,966
Career win rate64.1%
Round win rate59.7%
Peak rank44
Distinct opponents195
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

2026 #21 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

Lau448,9665,7473,21964.1%

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

3,773 of 4,992 rounds counted

8.1 inputs a second (487 a minute) this season. Faster than 74% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau8.14873,773

By opponent's character

Jacky8.2494402
Akira8.3498513
Lion8.1487488
Lau8.3496397
Pai8.2492307
El Blaze8.2492356
Brad7.8466139
Kage7.8465194
Goh8.2491136
Jean8.0480121
Lei Fei7.6455116
Shun8.148398
Eileen7.5452107
Wolf8.651535
Vanessa7.746287
Taka8.1487101
Sarah7.746275
Jeffry8.550855
Aoi7.847129
Dural9.255417

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

Jacky166976958.4%-3.8
Akira146994767.8%+0.8
Lion146984867.1%-0.7
Lau110882280.0%+13.8
Pai102643862.8%-3.8
El Blaze97613662.9%-4.8
Brad56371966.1%-0.1
Kage53361767.9%-0.5
Goh51391276.5%+11.4
Jean46291763.0%-6.0
Lei Fei43271662.8%-2.2
Shun40281270.0%-1.4
Eileen37231462.2%-6.3
Wolf35221362.9%-0.6
Vanessa2922775.9%+3.5
Taka2821775.0%+6.2
Sarah2420483.3%+8.5
Jeffry2216672.7%-0.8
Aoi1810855.6%-10.8
Dural51420.0%-40.4

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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 Wall1491024768.5%+1.5
Breakable Half Fence142915164.1%-3.4
Breakable Full Fence132874565.9%-0.0
Full Fence125764960.8%-6.8
Low Fence125794663.2%-4.1
Rectangle125873869.6%+3.0
Open123853869.1%+2.7
Octagon114833172.8%+6.6
Half Fence112743866.1%+0.0
Full Fence and Open54351964.8%-4.5

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
Walls75066.4%66.6%-0.2
No walls39767.0%66.9%+0.1

Walls against open: -0.3 points (95% range -6.3 to +5.7), p 0.921 — 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

デネ (Rank 41)2026/10/162618869.2%
おろち ぽっぽ (Rank 43)2026/10/1651302158.8%
ハマラウ (Rank 43)2026/10/1033221166.7%
shenron0321 (Rank 43)2026/10/033431391.2%
かえる (Rank 38)2026/10/031814477.8%
藪からBOY (Rank 41)2026/09/29128466.7%
ちび太☆らふぁ~る (Rank 42)2026/09/2652331963.5%
毎度♪ (Rank 43)2026/09/262491537.5%
硬め濃いめ少なめお米 (Rank 41)2026/09/262620676.9%
tu-kun0223 (Rank 41)2026/09/2650302060.0%
Gabaso_enemy (Rank 41)2026/09/261611568.8%
めがじぇね (Rank 43)2026/09/2235221362.9%
いくお (Rank 43)2026/09/1255272849.1%
lesser-pram7 (Rank 41)2026/09/123124777.4%
村長~災禍の中心~ (Rank 38)2026/09/121913668.4%
シズラヒモビッチ (Rank 43)2026/08/3146291763.0%
CLEARCARE (Rank 41)2026/08/02147750.0%
『ρε』.α (Rank 41)2026/08/02125741.7%
使われジュニア。 (Rank 42)2026/07/282215768.2%
堂島様 (Rank 42)2026/07/21148657.1%
jinmenusagi (Rank 40)2026/07/13118372.7%
GP (Rank 40)2026/07/041916384.2%
spacex_falcon_heavy (Rank 41)2026/07/02116554.5%
エル・シエロ (Rank 42)2026/06/211411378.6%
あ・ごみ・き (Rank 42)2026/05/0624101441.7%

Round openings

Lau

Career
5,747–3,219 · 64.1%
This season
1,254 matches · 66.8%
Peak rank
44

First hit in 44.7% of 4,712 rounds. Won 63.8% of the rounds they struck first, 56.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 1.8% of rounds, against 0.6% in their other rounds.
  • Against El Blaze: moves in first in 12.6% of rounds, against 3.9% against everyone else.
  • After opening the round before by moving in: moves in first in 12.3% of rounds, against 4.9% after anything else.
  • After winning a round: backs off first in 51.7% of rounds, against 31.3% after losing one.
  • When ahead: backs off first in 46.8% of rounds, against 37.3% when level or behind.
  • In round 1: opens with “66K+G Ko'en Senshi” in 13.7% of rounds, against 4.2% in their other rounds.
  • Against Akira: opens with “backdash into evade up” in 16.6% of rounds, against 4.7% against everyone else.
  • On Full Fence and Open stages: opens with “66K+G Ko'en Senshi” in 12.0% of rounds, against 6.5% on the other stages.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 12.1% of rounds, against 5.7% after anything else.
  • After losing a round: opens with “1P Fukko Kensou” in 13.1% of rounds, against 2.9% after winning one.
  • When behind: opens with “1P Fukko Kensou” in 13.0% of rounds, against 4.4% when ahead or level.

How is this tested?

Senchutai3K3697.8%
Fukko Kensou1P3156.6%
Ko'en Senshi66K+G3146.6%
backdash into evade up2896.1%
Kosoushou46P into forward movement2765.8%
crouch dash back into Tenshin EngekishouP+K2194.6%
crouch dash back into kickK1994.2%
crouch dash back into Sako Soushou4P+K1964.1%
Tenshin EngekishouP+K1823.8%
backdash into Sako Soushou4P+K1483.1%
offensive move1092.3%
backdash into Kensou4P1012.1%
backdash into Junho Chushou33P972.0%
Souchuken2P952.0%
backdash into throwP+G881.9%

250 further openings account for the other 1,757 rounds.

Counted from 1,193 of the 1,254 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
Lion58–31 · 65%29–12 · 71%-6.4
Akira56–26 · 68%29–18 · 62%+11.4
Jacky51–33 · 61%19–16 · 54%+6.1
Lau36–13 · 73%43–7 · 86%-11.4
El Blaze42–25 · 63%12–7 · 63%too few to test
Pai44–29 · 60%14–6 · 70%too few to test
Brad20–11 · 65%13–7 · 65%too few to test
Kage28–12 · 70%4–2 · 67%too few to test
Goh25–4 · 86%14–8 · 64%too few to test
Jean18–10 · 64%8–4 · 67%too few to test
Lei Fei15–12 · 56%8–3 · 73%too few to test
Shun14–6 · 70%12–6 · 67%too few to test
Wolf12–0 · 100%7–12 · 37%too few to test
Eileen11–10 · 52%7–3 · 70%too few to test
Vanessa15–3 · 83%5–4 · 56%too few to test
Taka12–5 · 71%9–2 · 82%too few to test
Sarah14–1 · 93%4–1 · 80%too few to test
Jeffry5–2 · 71%7–4 · 64%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.

61 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 (17 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: 11 of 17 tests hold up