VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

暴れ馬ラウチェン

  • Taka
Career matches1,501
Career win rate57.8%
Round win rate50.0%
Peak rank41
Distinct opponents35
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1828 #300 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

Lau411,50186763457.8%
Taka26000—

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

343 of 346 rounds counted

8.7 inputs a second (522 a minute) this season. Faster than 82% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau8.7522343

By opponent's character

Lau8.852668
Jacky9.154650
El Blaze8.249327
Lei Fei8.752121
Lion8.752326
Sarah8.752120
Jeffry8.450521
Aoi8.752018
Brad8.450317
Eileen8.047915
Goh8.853115
Pai9.255516
Akira9.35567
Jean8.24928
Kage8.95379
Vanessa8.55085

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

Lau178947.1%-2.2
Jacky138561.5%+7.1
El Blaze72528.6%-12.7
Lei Fei64266.7%+12.7
Lion63350.0%+6.0
Sarah63350.0%+4.2
Jeffry52340.0%-10.3
Aoi42250.0%-10.7
Brad43175.0%+11.3
Eileen42250.0%-6.8
Goh41325.0%-40.1
Pai43175.0%+7.2
Akira21150.0%-2.4
Jean220100.0%+32.6
Kage21150.0%-2.3
Vanessa110100.0%+48.2

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

Breakable Full Fence1411378.6%+24.6
Open125741.7%-4.8
Full Fence and Open117463.6%+14.9
Half Fence94544.4%-8.9
Low Fence94544.4%-16.4
Octagon91811.1%-45.7
Breakable Half Fence87187.5%+33.2
Single Wall72528.6%-32.0
Rectangle53260.0%+10.4
Full Fence32166.7%+36.7

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
Walls4858.3%53.2%+5.1
No walls2839.3%53.1%-13.9

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

ken-inu-12 (Rank 38)2026/10/17220100.0%
Okaka_vfes (Rank 38)2026/10/172020.0%
うるヲ参拾 (Rank 39)2026/09/12220100.0%
いくお (Rank 43)2026/09/1272528.6%
金平糖 (Rank 41)2026/09/1221150.0%
超ボタン連打マ~ン (Rank 43)2026/08/30220100.0%
kosuke0714 (Rank 38)2026/08/30220100.0%
マハリータまるこ (Rank 39)2026/08/302020.0%
hurikake1999 (Rank 38)2026/08/30220100.0%
おむすび山▲かずkaz_kcj (Rank 39)2026/08/30330100.0%
ハッチンパモス (Rank 41)2026/08/3032166.7%
めっちゃセコいラウ (Rank 40)2026/08/22330100.0%
しょべるん (Rank 38)2026/08/2221150.0%
expensive-sand (Rank 38)2026/08/2221150.0%
jean (Rank 43)2026/08/2231233.3%
アレックス・ペレイラ (Rank 42)2026/08/222020.0%
manatsu_7 (Rank 41)2026/08/0231233.3%
ラッキーボーイ (Rank 41)2026/07/2531233.3%
究極無敵 (Rank 38)2026/07/25220100.0%
カルティカ (Rank 42)2026/07/2521150.0%
jinmenusagi (Rank 43)2026/07/2574357.1%
しゆう@1974 (Rank 37)2026/07/0564266.7%
gucchi_1222 (Rank 41)2026/07/0541325.0%
hikabun (Rank 40)2026/06/212020.0%
チャベス (Rank 37)2026/05/2441325.0%

Round openings

Every character

guardG into evade down298.9%
punchP216.4%
punchP into Chugeki6P154.6%
Chugeki6P144.3%
Chugeki6P into Hou'ou Soushou6PP134.0%
crouch dash forward into Chugeki6P134.0%
guardG into throw escape134.0%
Fukko Kensou1P123.7%
guardG into Chugeki6P123.7%
guardG into Senchutai3K92.8%
crouch dash forward into evade down82.5%
crouch dash forward into throwP+G82.5%
guardG into Shakashou3P82.5%
evade down into Senchutai3K61.8%
guardG into Fukko Kensou1P61.8%

74 further openings account for the other 139 rounds.

Counted from 82 of the 87 matches played. The rest were not pulled for openings.

Lau

Career
867–634 · 57.8%
This season
86 matches · 52.3%
Peak rank
41

First hit in 52.5% of 322 rounds. Won 51.5% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 45.7% of rounds, against 9.5% in their other rounds.
  • On Full Fence and Open stages: waits first in 53.7% of rounds, against 32.6% on the other stages.
  • In round 4 or later: opens with “G guard into evade down” in 19.5% of rounds, against 5.4% in their other rounds.

How is this tested?

guardG into evade down299.0%
punchP216.5%
punchP into Chugeki6P154.6%
Chugeki6P144.3%
Chugeki6P into Hou'ou Soushou6PP134.0%
crouch dash forward into Chugeki6P134.0%
guardG into throw escape134.0%
Fukko Kensou1P123.7%
guardG into Chugeki6P123.7%
guardG into Senchutai3K92.8%
crouch dash forward into evade down82.5%
crouch dash forward into throwP+G82.5%
guardG into Shakashou3P82.5%
evade down into Senchutai3K61.9%
guardG into Fukko Kensou1P61.9%

73 further openings account for the other 136 rounds.

Counted from 81 of the 86 matches played. The rest were not pulled for openings.

Taka

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

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into guardG133.3%
forward dash into guardG133.3%
forward dash into throw escape133.3%

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 (11 here; about 0.6 would come up by chance alone before the correction).

Tests behind each character's list

  • Lau: 3 of 11 tests hold up
  • Taka: not tested (too few rounds)