VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

NaNa

  • Jacky
  • Lion
Career matches2,645
Career win rate54.7%
Round win rate50.6%
Peak rank39
Distinct opponents135
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1705 #783 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

Lau391,78096881254.4%
Jacky3581044336754.7%
Lion2855352063.6%

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

1,103 of 1,281 rounds counted

7.8 inputs a second (466 a minute) this season. Faster than 66% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.7464581
Lau7.8468488
Lion7.545034

By opponent's character

Jean7.8470134
Aoi7.5448125
Lion7.7464107
Jacky8.0480108
Sarah7.746290
Vanessa7.746453
Brad7.444462
Akira8.048260
Lau8.148359
Kage7.544951
Shun7.947454
Pai7.746141
Wolf8.148846
El Blaze7.846616
Goh7.545112
Lei Fei7.545032
Jeffry8.148519
Taka7.444524
Eileen8.45036
Dural8.14834

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

Jean39231659.0%+10.1
Aoi32151746.9%-5.0
Lion2972224.1%-26.2
Jacky28171160.7%+6.8
Sarah2718966.7%+16.6
Vanessa1951426.3%-20.6
Brad1881044.4%-1.7
Akira1661037.5%-10.3
Lau1610662.5%+13.7
Kage149564.3%+10.2
Shun148657.1%+12.3
Pai116554.5%+8.0
Wolf113827.3%-17.1
El Blaze82625.0%-31.2
Goh82625.0%-28.3
Lei Fei84450.0%-0.3
Jeffry76185.7%+32.2
Taka64266.7%+22.7
Eileen220100.0%+59.0
Dural110100.0%+41.0

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Full Fence42261661.9%+8.8
Low Fence39201951.3%+4.7
Breakable Full Fence35142140.0%-10.3
Open34132138.2%-13.5
Rectangle33171651.5%+5.6
Octagon29111837.9%-13.8
Single Wall28151353.6%+4.5
Half Fence26131350.0%+1.3
Breakable Half Fence21111052.4%+4.7
Full Fence and Open116554.5%+5.5

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18649.5%49.9%-0.4
No walls10147.5%48.8%-1.3

Walls against open: +0.9 points (95% range -12.7 to +14.5), p 0.895 — 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

KAT (Rank 36)2026/10/134040.0%
Melt (Rank 34)2026/10/1384450.0%
zakisan (Rank 36)2026/10/134040.0%
くりたろう (Rank 40)2026/10/0965183.3%
五寸釘くん (Rank 35)2026/10/0995455.6%
Lidly (Rank 38)2026/10/0976185.7%
お~ちゃん (Rank 35)2026/10/0964266.7%
LSt_14 (Rank 34)2026/10/0995455.6%
きよ丸 (Rank 36)2026/10/0941325.0%
たあぼさん (Rank 35)2026/10/0951420.0%
急勾配。 (Rank 38)2026/10/064040.0%
みんみんさん (Rank 35)2026/10/0641325.0%
iiv272 (Rank 36)2026/09/2962433.3%
temp002 (Rank 30)2026/09/2752340.0%
GOODGODDOG (Rank 39)2026/09/2743175.0%
klkun (Rank 41)2026/08/2564266.7%
METALX (Rank 38)2026/06/1674357.1%
愛蒔らぶりVT (Rank 40)2026/06/1651420.0%
ぱりぱり (Rank 39)2026/06/1682625.0%
たたみん♪ (Rank 37)2026/06/1643175.0%
MikuMartineau (Rank 32)2026/06/0742250.0%
マーレさん (Rank 32)2026/05/1743175.0%
どっせ参謀 (Rank 36)2026/05/1742250.0%
ちびあく (Rank 36)2026/05/1763350.0%
ゲッパー (Rank 36)2026/05/0541325.0%

Round openings

Every character

backdash into evade up525.7%
punchP475.1%
backdash into Kensou4P252.7%
Touku Shashou897P+K into backdash232.5%
Sako Soushou4P+K212.3%
crouch dash back into kickK212.3%
backdash into Middle Spin Kick46K+G192.1%
Squat Straight2P171.9%
Touku Kosenkyaku9K171.9%
Kokyaku Haiten7K161.8%
guardG into throw escape161.8%
Fukko Kensou1P151.6%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward151.6%
Souchuken2P151.6%
Spinning Back Knuckle4P151.6%

205 further openings account for the other 582 rounds.

Counted from 226 of the 314 matches played. The rest were not pulled for openings.

Lau

Career
968–812 · 54.4%
This season
152 matches · 48.0%
Peak rank
39

First hit in 49.4% of 535 rounds. Won 55.3% of the rounds they struck first, 46.1% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade up325.8%
punchP305.5%
backdash into Kensou4P254.5%
Touku Shashou897P+K into backdash234.2%
Sako Soushou4P+K213.8%
Touku Kosenkyaku9K173.1%
crouch dash back into kickK173.1%
Kokyaku Haiten7K162.9%
Fukko Kensou1P152.7%
Souchuken2P152.7%
backdash into Kosoushou46P132.4%
crouch into Honshin Hekiken1P+K132.4%
offensive move132.4%
backdash into Tenshin EngekishouP+K122.2%
Souko Sensou66P+K112.0%

113 further openings account for the other 277 rounds.

Counted from 134 of the 152 matches played. The rest were not pulled for openings.

Jacky

Career
443–367 · 54.7%
This season
153 matches · 51.0%
Peak rank
35

First hit in 46.8% of 331 rounds. Won 52.9% of the rounds they struck first, 58.0% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade up206.0%
backdash into Middle Spin Kick46K+G195.7%
Squat Straight2P175.1%
punchP175.1%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward154.5%
Spinning Back Knuckle4P154.5%
backdash into Spinning Back Knuckle4P133.9%
Middle Spin Kick46K+G113.3%
backdash into Spin Heel Sword4K+G82.4%
throw escape82.4%
backdash into Standing Knee Kick4K72.1%
crouch dash back into Beat KnuckleP+K72.1%
punchP into Jab StraightPP72.1%
Slide Shuffle (Deflect)4P+K+G into evade down61.8%
guardG into throw escape61.8%

83 further openings account for the other 156 rounds.

Counted from 83 of the 153 matches played. The rest were not pulled for openings.

Lion

Career
35–20 · 63.6%
This season
9 matches · 55.6%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sentai4K514.7%
Juchou Senshou8P+K411.8%
Taizan Soukoushu4P+K411.8%
backdash into Touku Rigou Bantaitetsu46K+G38.8%
backdash into Senputai8K25.9%
backdash into Tanhikyaku46K25.9%
In'you4P into Ni In'you4PP12.9%
Senkyutai1K12.9%
Tanhikyaku46K12.9%
Tenshin Ryou'inkyaku6K+G12.9%
backdash into Katoutai8KK12.9%
crouch dash back into RensentaiKK12.9%
crouch into Attai2K12.9%
evade down into throw escape12.9%
evade up into crouch dash forward12.9%

5 further openings account for the other 5 rounds.

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 (22 here; about 1.1 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: 0 of 14 tests hold up
  • Jacky: 0 of 8 tests hold up
  • Lion: not tested (too few rounds)