VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

VF12360-PC

Career matches5,731
Career win rate51.5%
Round win rate49.7%
Peak rank39
Distinct opponents359
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1709 #762 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

Lau395,7312,9492,78251.5%

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

10,298 of 11,761 rounds counted

6.9 inputs a second (414 a minute) this season. Faster than 43% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau6.941410,298

By opponent's character

Akira7.14251,033
Kage6.84061,017
Jacky7.0420778
Lion6.9416772
Shun6.8410761
Lau6.9412798
Pai7.1427652
Jean7.0418571
Brad6.7399632
Lei Fei6.9416391
Sarah6.8410382
Vanessa6.8411365
Aoi6.9413326
Jeffry7.2430295
Wolf7.0421311
Goh6.7402358
El Blaze6.8406303
Taka6.7400285
Eileen6.8410148
Dural6.8409120

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

Akira29014015048.3%-0.7
Kage28512815744.9%-2.9
Jacky21610311347.7%-5.2
Lion2139012342.2%-4.0
Shun2118412739.8%-6.6
Lau21011010052.4%+0.5
Pai1857810742.2%-1.9
Jean1731017258.4%+6.6
Brad1691036661.0%+8.2
Lei Fei119556446.2%-4.2
Sarah116684858.6%+8.0
Vanessa112644857.1%+10.8
Aoi100505050.0%+0.2
Jeffry96564058.3%+5.8
Wolf94573760.6%+6.5
Goh90454550.0%-6.4
El Blaze84374744.0%-5.2
Taka70393155.7%+6.3
Eileen43241955.8%+1.1
Dural31112035.5%-11.3

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 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

Open33517615952.5%+2.0
Half Fence31014716347.4%-3.1
Full Fence30514116446.2%-1.0
Breakable Full Fence29213415845.9%-4.8
Breakable Half Fence29215014251.4%+1.6
Low Fence27213813450.7%+1.4
Octagon26914412553.5%+4.9
Rectangle26913213749.1%-0.8
Single Wall25611813846.1%-2.9
Full Fence and Open160907056.2%+6.0

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
Walls1,73748.8%49.4%-0.6
No walls86350.1%49.7%+0.3

Walls against open: -0.9 points (95% range -5.0 to +3.3), p 0.685 — 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

kazukun-taka (Rank 38)2026/10/1626131350.0%
ぱりぱり (Rank 41)2026/10/1650193138.0%
reiya---0602 (Rank 33)2026/10/13116674957.8%
mossan_opa2 (Rank 35)2026/10/1331191261.3%
おむすび山かずkaz_kcjj (Rank 39)2026/10/1328121642.9%
ヤートン (Rank 40)2026/09/302471729.2%
PuzzG/ぱず爺 (Rank 36)2026/09/3042182442.9%
nidaimebannai (Rank 38)2026/09/3048232547.9%
no-0809 (Rank 39)2026/09/3038211755.3%
Reezent_Sousui (Rank 37)2026/09/3039201951.3%
なめ (Rank 38)2026/09/2935181751.4%
vintage-channel9 (Rank 37)2026/09/282315865.2%
moto__666 (Rank 40)2026/09/2763293446.0%
lapislazuli (Rank 35)2026/09/2738231560.5%
弐代目JA&れんじぃPA (Rank 40)2026/09/182962320.7%
cyborgranpa (Rank 40)2026/09/1733161748.5%
jikacho-Gigas (Rank 42)2026/09/1224121250.0%
elpopo_3378 (Rank 36)2026/09/0727141351.9%
<ㅑㅇ~<ㅑㅇ~<ㅑJ (Rank 40)2026/09/052762122.2%
umiyama_kai (Rank 38)2026/09/0335112431.4%
Sore (Rank 37)2026/08/3141212051.2%
イイクルーン (Rank 37)2026/08/2728181064.3%
interceptor (Rank 40)2026/08/0536171947.2%
ふかふか (Rank 39)2026/08/0543281565.1%
ぱせり☆ (Rank 42)2026/07/2934122235.3%

Round openings

Lau

Career
2,949–2,782 · 51.5%
This season
2,907 matches · 49.6%
Peak rank
39

First hit in 46.4% of 10,939 rounds. Won 51.8% of the rounds they struck first, 47.9% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 27.1% of rounds, against 22.8% in their other rounds.
  • Against Lion: moves in first in 40.6% of rounds, against 25.9% against everyone else.
  • After opening the round before by evading: evades first in 8.0% of rounds, against 4.2% after anything else.
  • After winning a round: backs off first in 46.0% of rounds, against 40.3% after losing one.
  • When ahead: backs off first in 48.0% of rounds, against 41.4% when level or behind.
  • In round 1: opens with “backdash into 46P Kosoushou” in 8.2% of rounds, against 4.5% in their other rounds.
  • Against Akira: opens with “backdash into 46P Kosoushou” in 10.9% of rounds, against 4.8% against everyone else.
  • After opening the round before with “crouch dash forward into G guard”: opens with “crouch dash forward into G guard” in 10.0% of rounds, against 5.5% after anything else.
  • After losing a round: opens with “1P Fukko Kensou” in 10.7% of rounds, against 7.7% after winning one.
  • When behind: opens with “1P Fukko Kensou” in 10.5% of rounds, against 8.1% when ahead or level.

How is this tested?

Fukko Kensou1P9818.9%
backdash into Kosoushou46P5975.4%
crouch dash forward into guardG5805.2%
crouch dash forward into evade down5294.8%
backdash into evade down3593.2%
backdash into Sako Soushou4P+K3263.0%
backdash into Souko Sensou66P+K3012.7%
Souko Sensou66P+K2902.6%
crouch dash back into Shakashou3P2752.5%
backdash into Shakashou3P2582.3%
Ko'en Senshi66K+G2552.3%
backdash into Honshin Hekiken1P+K2101.9%
backdash into Fukko Kensou1P2011.8%
punchP1851.7%
crouch dash forward into throw escape1731.6%

454 further openings account for the other 5,521 rounds.

Counted from 2,726 of the 2,907 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
Akira81–95 · 46%36–45 · 44%+1.2
Kage66–99 · 40%46–47 · 49%-7.5
Lion56–85 · 40%24–25 · 49%-12.3
Lau66–57 · 54%29–34 · 46%+7.3
Shun47–73 · 39%28–38 · 42%+0.6
Jacky51–54 · 49%28–32 · 47%-0.4
Pai46–64 · 42%17–23 · 42%too few to test
Jean58–41 · 59%31–22 · 58%-1.3
Brad60–40 · 60%32–16 · 67%too few to test
Sarah37–28 · 57%17–12 · 59%too few to test
Lei Fei31–34 · 48%11–13 · 46%too few to test
Vanessa43–29 · 60%11–10 · 52%too few to test
Aoi27–28 · 49%19–12 · 61%-8.9
Goh24–20 · 55%15–16 · 48%+12.1
El Blaze20–25 · 44%9–13 · 41%too few to test
Jeffry28–16 · 64%13–12 · 52%too few to test
Wolf31–20 · 61%8–8 · 50%too few to test
Taka16–13 · 55%10–10 · 50%too few to test
Eileen12–9 · 57%8–8 · 50%too few to test
Dural7–15 · 32%1–5 · 17%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.

181 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 (18 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 18 tests hold up