VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Lau

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  • Jeffry
  • Goh
  • Vanessa
  • Kage
  • Akira
  • Jacky
  • Lion
  • Wolf
  • Pai
  • Shun
Career matches2,382
Career win rate53.9%
Round win rate50.2%
Peak rank27
Distinct opponents200
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1281 #3,187 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

Lau271,35064870248.0%
Vanessa2523813310555.9%
Jeffry241991346567.3%
Goh261761017557.4%
Kage24148876158.8%
Akira2272423058.3%
Lion2471512071.8%
Jacky2356411573.2%
Wolf224234881.0%
Pai2128131546.4%
Shun212020.0%

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

1,670 of 1,927 rounds counted

6.1 inputs a second (365 a minute) this season. Faster than 21% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau6.3378968
Jeffry5.7343131
Goh6.3381136
Vanessa5.5327145
Kage5.7340124
Akira6.338051
Jacky6.136642
Lion5.935229
Wolf5.130627
Pai5.029911
Shun2.91746

By opponent's character

Akira6.6395261
Jacky6.3377165
Wolf6.3381152
Jean6.1365124
Pai6.1367138
Aoi5.935591
Sarah5.432492
Goh6.3381114
Lion6.5390112
Jeffry6.438670
Kage6.237077
El Blaze5.130456
Shun2.313736
Lau6.438651
Vanessa5.834946
Lei Fei5.533033
Eileen5.532730
Taka5.331715
Brad4.42645
Dural0.5282

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

Akira79572272.2%+23.1
Jacky46262056.5%+3.3
Wolf46331371.7%+17.9
Jean39231659.0%+5.0
Pai37181948.6%-4.5
Aoi36211558.3%+1.7
Sarah3692725.0%-32.5
Goh32171553.1%-7.1
Lion2820871.4%+22.2
Jeffry27121544.4%-6.1
Kage2013765.0%+13.6
El Blaze1981142.1%-12.4
Shun1931615.8%-39.0
Lau1511473.3%+14.0
Vanessa1541126.7%-24.1
Lei Fei1441028.6%-17.3
Eileen123925.0%-29.4
Taka61516.7%-17.5
Brad51420.0%-20.8
Dural1010.0%-41.1

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 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

Breakable Half Fence69353450.7%-4.2
Full Fence62352756.5%+4.8
Single Wall58292950.0%-1.2
Octagon55361965.5%+8.6
Breakable Full Fence52262650.0%-1.4
Half Fence50321864.0%+10.3
Open48222645.8%-10.7
Rectangle46212545.6%-6.4
Low Fence45232251.1%+0.1
Full Fence and Open22121054.5%+1.8

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls33455.4%53.7%+1.7
No walls15149.0%52.5%-3.5

Walls against open: +5.2 points (95% range -6.2 to +16.5), p 0.372 — 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

サーちゃん (Rank 22)2026/10/1673442.9%
あかげら (Rank 24)2026/10/1473442.9%
ZR615C (Rank 24)2026/10/1464266.7%
MaxMuncy (Rank 26)2026/10/1484450.0%
yasai (Rank 24)2026/10/0710100100.0%
ねこ吉 (Rank 26)2026/09/3097277.8%
けつ毛バーガーking (Rank 25)2026/09/3084450.0%
dalmax72 (Rank 23)2026/09/27118372.7%
manekinecogames (Rank 24)2026/09/2475271.4%
CELIS (Rank 28)2026/09/24118372.7%
yuzu (Rank 27)2026/09/2291811.1%
失礼!スマッシュ☆彡 (Rank 26)2026/09/22135838.5%
asteroid-belt777 (Rank 25)2026/09/2274357.1%
三輪ですが@SRGM (Rank 24)2026/08/3154180.0%
CHASER (Rank 23)2026/08/18108280.0%
ILAYZA (Rank 23)2026/07/31990100.0%
ぽん (Rank 24)2026/07/2871614.3%
omuretukun (Rank 24)2026/07/2654180.0%
ttfour@サラしかできないw (Rank 22)2026/07/226060.0%
Melt (Rank 24)2026/07/2198188.9%
タイヨウ (Rank 29)2026/07/1862433.3%
AcidNine-JPN (Rank 26)2026/07/1154180.0%
NoMark/ノーマーク (Rank 27)2026/06/2952340.0%
Vrollan (Rank 20)2026/06/1354180.0%
和那 (Rank 21)2026/06/08660100.0%

Round openings

Every character

no input52029.3%
throw escape1458.2%
guardG into throw escape965.4%
guardG into Souchuken2P482.7%
backdash into evade down432.4%
backdash into Kosoushou46P321.8%
Senchutai271.5%
backdash into Senchutai3K241.4%
Tenshin EngekishouP+K231.3%
backdash into evade up191.1%
kickK191.1%
throwP+G191.1%
backdash into Karura4P+K181.0%
Chugeki6P150.8%
Defensive Style: no input130.7%

326 further openings account for the other 716 rounds.

Counted from 485 of the 532 matches played. The rest were not pulled for openings.

Lau

Career
648–702 · 48.0%
This season
303 matches · 47.5%
Peak rank
27

First hit in 34.5% of 1,028 rounds. Won 56.9% of the rounds they struck first, 40.4% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 22.8% of rounds, against 13.5% in their other rounds.
  • Against Goh: backs off first in 30.6% of rounds, against 15.1% against everyone else.
  • After opening the round before by attacking: attacks straight away in 46.9% of rounds, against 16.5% after anything else.
  • After the opponent opened the round before by evading: attacks straight away in 41.1% of rounds, against 24.2% after anything else.
  • After winning a round: backs off first in 34.9% of rounds, against 5.1% after losing one.
  • When ahead: backs off first in 34.8% of rounds, against 9.8% when level or behind.
  • After being hit first in the round before: waits first in 57.1% of rounds, against 35.1% after landing the first hit.
  • In round 2: opens with “backdash into evade down” in 5.5% of rounds, against 2.7% in their other rounds.
  • Against Akira: opens with “G guard into 2P Souchuken” in 12.2% of rounds, against 3.3% against everyone else.
  • After opening the round before with “no input”: opens with “no input” in 65.7% of rounds, against 16.4% after anything else.
  • After winning a round: opens with “backdash into evade down” in 7.5% of rounds, against 0.7% after losing one.
  • When ahead: opens with “backdash into evade down” in 9.5% of rounds, against 0.9% when level or behind.
  • After being hit first in the round before: opens with “no input” in 38.5% of rounds, against 16.2% after landing the first hit.

How is this tested?

no input35733.5%
throw escape928.6%
guardG into throw escape565.2%
guardG into Souchuken2P484.5%
backdash into evade down373.5%
backdash into Kosoushou46P323.0%
Senchutai3K262.4%
backdash into Senchutai3K242.2%
Tenshin EngekishouP+K232.2%
Chugeki6P151.4%
backdash into evade up141.3%
kickK131.2%
throwP+G131.2%
guardG into Chugeki6P121.1%
guardG into RenshouPP100.9%

130 further openings account for the other 294 rounds.

Counted from 289 of the 303 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
Akira13–4 · 76%9–8 · 53%too few to test
Wolf13–8 · 62%9–2 · 82%too few to test
Jacky9–6 · 60%5–5 · 50%too few to test
Aoi5–7 · 42%4–4 · 50%too few to test
Pai6–3 · 67%3–6 · 33%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.

14 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?

Jeffry

Career
134–65 · 67.3%
This season
52 matches · 78.8%
Peak rank
24

First hit in 45.0% of 189 rounds. Won 65.9% of the rounds they struck first, 69.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input5126.7%
throw escape199.9%
guardG into throw escape126.3%
Side Kick3K84.2%
guardG into Low Knuckle2P73.7%
guardG into punchP73.7%
Double Upper3PP52.6%
Destruction WaveK+G42.1%
Body CrushP+K31.6%
Toe Kick2K31.6%
guardG into Grizzly Hammer1PP31.6%
throwP+G31.6%
Low Knuckle2P into evade down21.1%
backdash into Tsunami Beat3K+G21.1%
crouch into Low Knuckle2P21.1%

51 further openings account for the other 60 rounds.

Goh

Career
101–75 · 57.4%
This season
45 matches · 62.2%
Peak rank
26

First hit in 42.1% of 152 rounds. Won 56.2% of the rounds they struck first, 62.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into throw escape2315.0%
backdash into Karura4P+K1811.8%
guardG into Sune'uchi2P117.2%
no input117.2%
throw escape74.6%
Tsukikage6K63.9%
crouch into Batousatsu3KP53.3%
Hiji'ate6P42.6%
backdash into evade up42.6%
forward movement into backdash42.6%
guardG into Tsurane ShoudaPP42.6%
guardG into evade down32.0%
punchP32.0%
punchP into Kokuryusatsu Ichi46P+K32.0%
Hoderi4P21.3%

41 further openings account for the other 45 rounds.

Counted from 42 of the 45 matches played. The rest were not pulled for openings.

Vanessa

Career
133–105 · 55.9%
This season
43 matches · 37.2%
Peak rank
25

First hit in 20.6% of 107 rounds. Won 45.5% of the rounds they struck first, 25.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: no input1311.9%
Offensive Style: throw escape109.2%
Defensive Style: Heavy Hook98.3%
Offensive Style: no input87.3%
Defensive Style: Set-up (Offensive Style)54.6%
Defensive Style: kick54.6%
Offensive Style: backdash into evade up54.6%
Offensive Style: guard into throw escape54.6%
Defensive Style: punch32.8%
Offensive Style: Backswing Body32.8%
Offensive Style: guard32.8%
Offensive Style: Quick Back Knuckle21.8%
Offensive Style: backdash into Bunker Buster9P21.8%
Offensive Style: backdash into evade down21.8%
Offensive Style: crouch dash forward into Pile Bunker6P+K21.8%

28 further openings account for the other 32 rounds.

Counted from 31 of the 43 matches played. The rest were not pulled for openings.

Kage

Career
87–61 · 58.8%
This season
37 matches · 62.2%
Peak rank
24

First hit in 33.3% of 105 rounds. Won 68.6% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input4542.9%
throw escape1615.2%
Furikakato OtoshiK+G43.8%
Nakageri3K43.8%
backdash into evade down43.8%
Nirenkyaku3KK32.9%
Rasen4P21.9%
evade up into guardG21.9%
guardG into crouch21.9%
kickK21.9%
throwP+G21.9%
Doukudaki46K10.9%
Fusen Renkyaku6K+G10.9%
Fusenjin3P10.9%
backdash into Hiji'uchi6P10.9%

15 further openings account for the other 15 rounds.

Counted from 29 of the 37 matches played. The rest were not pulled for openings.

Akira

Career
42–30 · 58.3%
This season
15 matches · 66.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input1833.3%
Jouho Touken6P35.6%
punchP into Hachimon KaidaPP35.6%
forward dash into Jouho Touken6P23.7%
forward movement into backdash23.7%
guardG into Rimon Chouchu66P23.7%
guardG into Souka Housui3P+K23.7%
guardG into Youhou33P23.7%
guardG into forward dash23.7%
kickK23.7%
Souka Housui3P+K11.9%
backdash11.9%
backdash into Jouho Senshou46P11.9%
crouch into Youhou33P11.9%
forward dash11.9%

11 further openings account for the other 11 rounds.

Lion

Career
51–20 · 71.8%
This season
9 matches · 77.8%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input1851.4%
backdash into Kishitsu Kasensou43P617.1%
throw escape514.3%
Dantai3K12.9%
backdash into Dantai3K12.9%
backdash into Senputai8K12.9%
guardG into Banchu6P12.9%
guardG into Dantai3K12.9%
guardG into throw escape12.9%

Jacky

Career
41–15 · 73.2%
This season
14 matches · 64.3%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input930.0%
Middle Smash6P516.7%
Jab StraightPP into Jab Double StraightPPP26.7%
throw escape26.7%
Bil Jee6P+K13.3%
Body Blow3P+K13.3%
Middle Smash6P into kickK13.3%
crouch dash back into High Angle Upper Kick6K13.3%
evade down into Smash Low Kick2K13.3%
forward dash into throwP+G13.3%
forward movement into Jab Double StraightPPP13.3%
guardG into Body Blow3P+K13.3%
guardG into Double Back Knuckle4PP13.3%
guardG into forward dash13.3%
guardG into throw escape13.3%

1 further openings account for the other 1 rounds.

Counted from 9 of the 14 matches played. The rest were not pulled for openings.

Wolf

Career
34–8 · 81.0%
This season
9 matches · 66.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input733.3%
throw escape314.3%
backdash into throwP+G29.5%
Elbow Butt4P14.8%
Low Hammer2P into Short Shoulder46P+K14.8%
backdash into down kick+guard2K+G14.8%
forward movement14.8%
guardG14.8%
guardG into Death ScytheK+G14.8%
guardG into Low Hammer2P14.8%
punchP14.8%
throwP+G14.8%

Counted from 6 of the 9 matches played. The rest were not pulled for openings.

Pai

Career
13–15 · 46.4%
This season
3 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input222.2%
Senchutai3K111.1%
backdash into Ensei SenpukyakuK+G111.1%
backdash into Honshin Soukyaku1K+G111.1%
forward movement into RenkentaiPK111.1%
forward movement into throw escape111.1%
guardG into backdash111.1%
guardG into punchP111.1%

Counted from 2 of the 3 matches played. The rest were not pulled for openings.

Shun

Career
0–2 · 0.0%
This season
2 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into throw escape250.0%
no input250.0%

Counted from 1 of the 2 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 (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: 13 of 15 tests hold up
  • Jeffry: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Shun: not tested (too few rounds)