VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

TAKULAUSAN

  • Akira
  • Jean
  • Wolf
Career matches779
Career win rate76.2%
Round win rate58.2%
Peak rank38
Distinct opponents14
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1808 Not ranked yet: the list needs 50 matches. See 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

Lau382872008769.7%
Jacky—1991702985.4%
Akira341501104073.3%
Kage—89721780.9%
Jean2951391276.5%
Wolf26330100.0%

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

34 of 98 rounds counted

10.4 inputs a second (624 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Akira10.462624
Jean11.06586
Wolf9.75814

By opponent's character

Goh10.965522
Jeffry9.75828
Brad9.75814

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

Goh84450.0%-33.6
Vanessa41325.0%-43.9
Jacky330100.0%+43.3
Jeffry330100.0%+34.6
Jean21150.0%-14.4
Akira110100.0%+45.1
Brad110100.0%+24.3
Kage110100.0%+52.8
Shun110100.0%+31.7

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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 Fence75271.4%+12.5
Breakable Half Fence440100.0%+32.3
Octagon42250.0%-19.4
Low Fence220100.0%+51.2
Open220100.0%+24.7
Single Wall2020.0%-64.1
Full Fence and Open110100.0%+28.2
Half Fence1010.0%-80.1

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1668.8%67.0%+1.8
No walls666.7%63.1%+3.6

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

KillBill (Rank 30)2026/06/2163350.0%
infrablue (Rank 24)2026/06/11110100.0%
すもぐり2000 (Rank 33)2026/05/21220100.0%
家庭内最弱の剛君 (Rank 26)2026/04/231010.0%
ひざくん☆中能登VF部 (Rank 29)2026/04/22110100.0%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 32)2026/04/21110100.0%
Phrazes_For_The_Young (Rank 31)2026/04/21110100.0%
タピる。 (Rank 34)2026/04/181010.0%
jiwoonpk (Rank 30)2026/04/15110100.0%
pinturicchio (Rank 31)2026/03/3121150.0%
イイダ (Rank 29)2026/03/31110100.0%
ジャギ浜岡 (Rank 41)2026/03/30110100.0%
次郎 (Rank 40)2026/03/30220100.0%
めろぴ。 (Rank 39)2026/03/2831233.3%

Round openings

Every character

backdash into evade up2727.6%
Gyaku Seikenzuki66P into Yoko'enpi~Uchishutou6PP77.1%
Kokyaku Haiten7K55.1%
Rimon Chouchu66P into Jouho Touken6P44.1%
backdash into Honshin Hekiken1P+K44.1%
backdash into punchP33.1%
forward dash into Jouho Touken6P33.1%
backdash into Hou'ou Kouyoku'uchi4K+GP22.0%
backdash into Housui2P22.0%
backdash into throwP+G22.0%
crouch into Senchutai3K22.0%
guardG22.0%
Fukko Kensou1P11.0%
Fukko Kensou1P into throwP+G11.0%
Geimon Tessen46P+K+G into forward punch+kick6P+K11.0%

32 further openings account for the other 32 rounds.

Akira

Career
110–40 · 73.3%
This season
13 matches · 76.9%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up2242.3%
Rimon Chouchu66P into Jouho Touken6P47.7%
forward dash into Jouho Touken6P35.8%
backdash into Housui2P23.9%
backdash into punchP23.9%
backdash into throwP+G23.9%
guardG23.9%
Geimon Tessen46P+K+G into forward punch+kick6P+K11.9%
Jouho Touken6P11.9%
Jouho Touken6P into backdash11.9%
SoutoP+K11.9%
backdash into Chouyoushu1P11.9%
backdash into Fukko3K+GP+K11.9%
backdash into Geimon Tessen46P+K+G11.9%
backdash into Jouho Senshou46P11.9%

7 further openings account for the other 7 rounds.

Lau

Career
200–87 · 69.7%
This season
6 matches · 66.7%
Peak rank
38

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kokyaku Haiten7K518.5%
backdash into Honshin Hekiken1P+K414.8%
backdash into evade up311.1%
crouch into Senchutai3K27.4%
Fukko Kensou1P13.7%
Fukko Kensou1P into throwP+G13.7%
Senchutai3K13.7%
Senchutai3K into crouch13.7%
Touku Kosenkyaku9K into forward movement13.7%
backdash into Kosoushou46P13.7%
backward movement into Fukko Kensou1P13.7%
backward movement into evade up13.7%
crouch into Renkanshou3PPP13.7%
evade down into Souchuken2P13.7%
forward dash into crouch13.7%

2 further openings account for the other 2 rounds.

Jean

Career
39–12 · 76.5%
This season
4 matches · 25.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyaku Seikenzuki66P into Yoko'enpi~Uchishutou6PP746.7%
backdash into Hou'ou Kouyoku'uchi4K+GP213.3%
backdash into evade up213.3%
Yoko'enpi6P into Yoko'enpi~Uchishutou6PP16.7%
backdash into Nozuchi1P+K16.7%
backdash into punchP16.7%
punchP into throw escape16.7%

Wolf

Career
3–0 · 100.0%
This season
1 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Arrow Knuckle3P125.0%
crouch into Face Lift Kick3K125.0%
crouch into Low Hammer2P125.0%
forward movement into Hammer KickPK125.0%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Akira: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Wolf: not tested (too few rounds)