VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

しゆう@1974

Career matches9,274
Career win rate50.1%
Round win rate50.2%
Peak rank38
Distinct opponents370
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1726 #668 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

Lau389,2744,6504,62450.1%

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

4,390 of 5,324 rounds counted

7.4 inputs a second (446 a minute) this season. Faster than 58% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau7.44464,390

By opponent's character

Lau7.4444391
Akira7.5450382
Brad7.4444370
Jeffry7.3439280
Jacky7.9473356
Jean7.5450304
Shun7.4445268
Pai7.8466288
Sarah7.4442215
Kage7.0422226
Goh7.2430217
Lion7.2434199
Wolf7.4442175
Aoi7.6458178
El Blaze7.2434157
Eileen7.4446120
Lei Fei7.5450132
Vanessa7.645461
Taka6.740040
Dural8.047831

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

Lau125735258.4%+15.9
Akira113575650.4%-0.9
Brad102426041.2%-8.0
Jeffry100574357.0%+5.2
Jacky99603960.6%+9.2
Jean85414448.2%-2.9
Shun84493558.3%+12.1
Pai80394148.8%+0.9
Sarah71393254.9%+4.0
Kage64204431.2%-16.4
Goh62352756.5%+5.5
Lion58243441.4%-9.9
Wolf56253144.6%-3.8
Aoi50212942.0%-7.6
El Blaze48192939.6%-11.2
Eileen38162242.1%-8.4
Lei Fei38132534.2%-17.1
Vanessa1771041.2%-10.0
Taka104640.0%-2.3
Dural86275.0%+15.0

1 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 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

Single Wall177839446.9%-4.5
Open155767949.0%-0.4
Breakable Half Fence134597544.0%-4.4
Full Fence127567144.1%-5.8
Low Fence127636449.6%+0.2
Octagon124675754.0%+6.6
Breakable Full Fence114615353.5%+2.7
Rectangle107525548.6%-2.5
Half Fence106515548.1%-1.0
Full Fence and Open63263741.3%-7.3

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
Walls71248.6%49.3%-0.7
No walls45948.4%49.9%-1.6

Walls against open: +0.8 points (95% range -5.1 to +6.8), p 0.779 — 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

ゲッパー (Rank 37)2026/10/16105550.0%
躑躅 (Rank 37)2026/10/11105550.0%
グラウンド・ゼロ (Rank 40)2026/10/05125741.7%
ねこむーと (Rank 39)2026/10/04128466.7%
reiya---0602 (Rank 36)2026/09/30104640.0%
paoya0423 (Rank 36)2026/09/3096366.7%
mudanadoryokuzki (Rank 38)2026/09/2294544.4%
DJG10159 (Rank 36)2026/09/22106460.0%
alleni3xvf5ws (Rank 33)2026/09/1384450.0%
mossan_opa2 (Rank 33)2026/09/1228151353.6%
morningevening (Rank 40)2026/09/06126650.0%
tu-kun0223 (Rank 40)2026/09/0592722.2%
moto__666 (Rank 36)2026/08/2995455.6%
なめ (Rank 37)2026/08/18104640.0%
ふかふか (Rank 37)2026/08/181221016.7%
nidaimebannai (Rank 40)2026/08/05113827.3%
ikkyusaaan (Rank 35)2026/08/02116554.5%
マーウォ (Rank 37)2026/08/02111109.1%
FoooooL (Rank 37)2026/07/3185362.5%
shenron0321 (Rank 39)2026/07/26124833.3%
PuzzG/ぱず爺 (Rank 36)2026/07/252517868.0%
イイクルーン (Rank 38)2026/07/2522101245.5%
흑사 (Rank 36)2026/07/25134930.8%
turbo_-DK- (Rank 37)2026/06/03124833.3%
SSSociety (Rank 34)2026/05/24108280.0%

Round openings

Lau

Career
4,650–4,624 · 50.1%
This season
1,308 matches · 49.5%
Peak rank
38

First hit in 46.9% of 4,719 rounds. Won 52.1% of the rounds they struck first, 48.4% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 21.9% of rounds, against 15.1% in their other rounds.
  • Against Shun: waits first in 28.4% of rounds, against 12.9% against everyone else.
  • After opening the round before by backing off: evades first in 10.0% of rounds, against 6.9% after anything else.
  • After winning a round: backs off first in 48.3% of rounds, against 27.6% after losing one.
  • When ahead: backs off first in 45.7% of rounds, against 31.9% when level or behind.
  • In round 1: opens with “backdash into evade up” in 7.0% of rounds, against 5.0% in their other rounds.
  • Against Jeffry: opens with “66P+K Souko Sensou” in 7.4% of rounds, against 2.8% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 9.9% of rounds, against 4.7% after anything else.
  • After losing a round: opens with “forward movement into P punch” in 10.1% of rounds, against 2.6% after winning one.
  • When behind: opens with “forward movement into P punch” in 9.8% of rounds, against 3.9% when ahead or level.

How is this tested?

backdash into evade down3567.5%
forward movement into punchP3026.4%
backdash into evade up2615.5%
Souko Sensou66P+K1493.1%
guardG into evade down1252.6%
guardG into evade up1212.5%
crouch dash back into guardG1192.5%
evade down into crouch dash forward1072.3%
Chugeki6P1032.2%
crouch dash back into Kosoushou46P952.0%
forward movement into RenshouPP952.0%
crouch dash forward into guardG911.9%
backdash into Honten Rakutoutai46K+G801.7%
forward dash into guardG681.4%
forward dash into Chugeki6P651.4%

317 further openings account for the other 2,606 rounds.

Counted from 1,165 of the 1,308 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
Lau37–25 · 60%24–21 · 53%+6.8
Akira21–23 · 48%25–15 · 62%-8.9
Jeffry32–24 · 57%19–14 · 58%too few to test
Jacky29–18 · 62%12–13 · 48%too few to test
Brad21–30 · 41%8–19 · 30%too few to test
Shun26–17 · 60%14–12 · 54%too few to test
Jean23–25 · 48%10–5 · 67%too few to test
Sarah11–11 · 50%15–12 · 56%too few to test
Kage13–19 · 41%5–16 · 24%too few to test
Pai13–18 · 42%17–11 · 61%too few to test
Wolf17–22 · 44%6–5 · 55%too few to test
Goh13–14 · 48%11–8 · 58%too few to test
Aoi16–14 · 53%4–13 · 24%too few to test
Lion11–19 · 37%5–11 · 31%too few to test
El Blaze7–18 · 28%10–8 · 56%too few to test
Eileen7–5 · 58%6–12 · 33%too few to test
Lei Fei7–12 · 37%4–11 · 27%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.

143 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: 10 of 17 tests hold up