VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Lau

satoru5110

  • Akira
  • Wolf
Career matches8,786
Career win rate50.9%
Round win rate50.6%
Peak rank34
Distinct opponents331
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1599 #1,357 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

Lau344,6112,3482,26350.9%
Akira312,5181,2871,23151.1%
Wolf291,65783382450.3%

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

3,708 of 4,264 rounds counted

7.4 inputs a second (445 a minute) this season. Faster than 57% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau7.54502,026
Akira7.9473834
Wolf6.8409848

By opponent's character

Akira7.6458681
Jacky7.4444315
Wolf7.3440311
Jean7.5448331
Aoi7.2435255
Goh7.6456236
Sarah7.2430220
Jeffry7.3439180
Kage7.6457176
Shun7.6458156
Pai7.5451155
Lion7.1428133
Brad7.5451125
El Blaze7.2433118
Taka6.841071
Lau7.746257
Lei Fei7.042188
Eileen7.243555
Vanessa7.444432
Dural7.444313

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

Akira1821077558.8%+9.1
Jacky91484352.8%+1.3
Wolf91464550.5%-0.2
Jean85394645.9%-3.7
Aoi76354146.0%-8.1
Goh61342755.7%+8.0
Sarah61293247.5%-4.8
Jeffry59253442.4%-10.0
Kage56243242.9%-7.2
Shun56362064.3%+15.3
Pai43271662.8%+6.9
Lion37231462.2%+13.6
Brad33151845.5%-10.1
El Blaze31131841.9%-5.8
Taka2415962.5%+8.8
Lau2371630.4%-15.1
Lei Fei2281436.4%-15.0
Eileen136746.1%-9.5
Vanessa135838.5%-13.4
Dural4040.0%-47.6

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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 Fence133686551.1%-0.2
Octagon133646948.1%-1.9
Low Fence110575351.8%+0.3
Single Wall110605054.5%+3.5
Half Fence104525250.0%+0.9
Breakable Full Fence100445644.0%-6.3
Breakable Half Fence99534653.5%-0.6
Rectangle89454450.6%-1.0
Open88464252.3%+2.3
Full Fence and Open52292355.8%+3.6

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
Walls65849.5%50.8%-1.3
No walls30852.9%51.1%+1.8

Walls against open: -3.1 points (95% range -10.0 to +3.7), p 0.370 — 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

[VirtuAnalytics]SuperGolden (Rank 27)2026/10/1886275.0%
イチゲン (Rank 29)2026/10/1687187.5%
juste (Rank 30)2026/10/122112957.1%
HIROCHILL (Rank 29)2026/10/1284450.0%
ATSHSHI (Rank 32)2026/09/28156940.0%
tamaneen (Rank 32)2026/09/2483537.5%
xXsoul-childXx (Rank 29)2026/09/2384450.0%
助手D (Rank 33)2026/09/151661037.5%
MaBoy (Rank 35)2026/09/112181338.1%
エルモchYT★プなれ★ (Rank 29)2026/09/10136746.1%
CELIS (Rank 29)2026/09/06108280.0%
XiaoMing.SH (Rank 29)2026/09/0386275.0%
えびもち (Rank 34)2026/08/308080.0%
南部の釣れないルアー (Rank 33)2026/08/291410471.4%
nanami.madogiwa (Rank 34)2026/08/2985362.5%
ヘニオ (Rank 32)2026/08/29158753.3%
무파ZeroBlue (Rank 34)2026/08/24115645.5%
獣王(設定2) (Rank 30)2026/08/2276185.7%
りてりん (Rank 29)2026/08/2173442.9%
타우끼/taukee (Rank 35)2026/07/26114736.4%
headup11 (Rank 29)2026/07/2396366.7%
テクノモデル (Rank 35)2026/07/2074357.1%
みんみんさん (Rank 35)2026/07/1596366.7%
さいたま梅澤/T.Umezawa (Rank 30)2026/07/0585362.5%
にすと ☆能登VF部 (Rank 31)2026/05/3084450.0%

Round openings

Every character

Souko Sensou66P+K49612.6%
backdash into Honshin Hekiken1P+K39810.1%
backdash into Sako Soushou4P+K2977.5%
forward dash into Souka Housui3P+K1734.4%
Quick Shoulder66P+K1383.5%
evade down into forward dash1323.4%
evade down into Chisoutai2K+G1052.7%
Low Drop Kick62K1032.6%
Senzankou66P+K into throwP+G972.5%
evade down into Sako Soushou4P+K942.4%
backdash into evade down922.3%
backdash into Jouho Senshou46P822.1%
backdash into Low Drop Kick62K711.8%
evade down into crouch dash forward671.7%
backdash into Chisoutai2K+G521.3%

284 further openings account for the other 1,538 rounds.

Counted from 977 of the 1,061 matches played. The rest were not pulled for openings.

Lau

Career
2,348–2,263 · 50.9%
This season
599 matches · 51.6%
Peak rank
34

First hit in 35.5% of 2,341 rounds. Won 53.4% of the rounds they struck first, 49.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 5.5% of rounds, against 1.6% in their other rounds.
  • Against Shun: evades first in 33.3% of rounds, against 19.0% against everyone else.
  • After losing a round: evades first in 28.2% of rounds, against 11.2% after winning one.
  • When behind: evades first in 27.7% of rounds, against 14.5% when ahead or level.
  • In round 2: opens with “backdash into 1P+K Honshin Hekiken” in 22.5% of rounds, against 15.1% in their other rounds.
  • Against Wolf: opens with “backdash into 4P+K Sako Soushou” in 31.4% of rounds, against 10.9% against everyone else.
  • After opening the round before with “backdash into 1P+K Honshin Hekiken”: opens with “66P+K Souko Sensou” in 31.3% of rounds, against 19.7% after anything else.
  • After winning a round: opens with “backdash into 1P+K Honshin Hekiken” in 26.5% of rounds, against 11.9% after losing one.
  • When behind: opens with “evade down into 4P+K Sako Soushou” in 7.2% of rounds, against 2.0% when ahead or level.

How is this tested?

Souko Sensou66P+K49621.1%
backdash into Honshin Hekiken1P+K39816.9%
backdash into Sako Soushou4P+K29712.6%
evade down into Chisoutai2K+G1054.5%
evade down into Sako Soushou4P+K944.0%
evade down into forward dash803.4%
backdash into evade down542.3%
backdash into Chisoutai2K+G522.2%
evade down into crouch dash forward472.0%
evade down into Senchutai3K371.6%
Rouko Tankai6P+K311.3%
guardG311.3%
evade down into crouch301.3%
backdash into Souko Sensou66P+K291.2%
Kosoushou46P281.2%

135 further openings account for the other 545 rounds.

Counted from 580 of the 599 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
Akira31–32 · 49%21–9 · 70%-19.1
Jacky19–9 · 68%10–11 · 48%too few to test
Wolf11–18 · 38%5–8 · 38%too few to test
Goh14–12 · 54%6–6 · 50%too few to test
Jean9–11 · 45%7–12 · 37%too few to test
Jeffry13–11 · 54%5–5 · 50%too few to test
Shun16–7 · 70%7–2 · 78%too few to test
Aoi8–16 · 33%4–2 · 67%too few to test
Kage6–9 · 40%7–5 · 58%too few to test
Sarah11–12 · 48%6–4 · 60%too few to test
Brad3–5 · 38%6–5 · 55%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.

19 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?

Akira

Career
1,287–1,231 · 51.1%
This season
237 matches · 49.0%
Peak rank
31

First hit in 46.2% of 888 rounds. Won 54.1% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • Against Shun: evades first in 26.0% of rounds, against 8.6% against everyone else.
  • On Half Fence stages: backs off first in 58.8% of rounds, against 31.6% on the other stages.
  • After opening the round before by backing off: backs off first in 43.8% of rounds, against 28.1% after anything else.
  • After losing a round: evades first in 15.2% of rounds, against 3.9% after winning one.
  • When ahead: backs off first in 44.4% of rounds, against 27.2% when level or behind.
  • Against Akira: opens with “backdash into 46P Jouho Senshou” in 21.9% of rounds, against 6.8% against everyone else.
  • On Half Fence stages: opens with “backdash into 3P+K Souka Housui” in 15.0% of rounds, against 4.6% on the other stages.

How is this tested?

forward dash into Souka Housui3P+K17319.2%
Senzankou66P+K into throwP+G9710.8%
backdash into Jouho Senshou46P829.1%
backdash into Souka Housui3P+K495.4%
backdash into down, forward punch+kick26P+K495.4%
forward dash into Jouho Touken6P475.2%
backdash into Jouho Touken6P414.6%
forward dash into Rimon Chouchu66P293.2%
Rimon Chouchu66P273.0%
forward dash into forward punch+kick6P+K232.6%
crouch dash back into Jouho Touken6P202.2%
evade down into forward dash202.2%
backdash into evade down182.0%
evade down into Rimon Chouchu66P161.8%
evade down into Souka Housui3P+K141.6%

76 further openings account for the other 195 rounds.

Counted from 226 of the 237 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Akira

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira13–9 · 59%7–3 · 70%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.

11 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?

Wolf

Career
833–824 · 50.3%
This season
225 matches · 52.0%
Peak rank
29

First hit in 50.1% of 678 rounds. Won 54.1% of the rounds they struck first, 46.1% of the rounds they were struck first.

Significant Tells

  • In round 3: evades first in 22.5% of rounds, against 12.9% in their other rounds.
  • Against Wolf: moves in first in 12.2% of rounds, against 3.5% against everyone else.
  • After opening the round before by backing off: backs off first in 44.6% of rounds, against 26.0% after anything else.
  • After losing a round: evades first in 23.0% of rounds, against 9.1% after winning one.
  • When behind: evades first in 22.8% of rounds, against 13.1% when ahead or level.
  • Against Akira: opens with “backdash into 4P Elbow Butt” in 10.2% of rounds, against 3.4% against everyone else.
  • After opening the round before with “66P+K Quick Shoulder”: opens with “62K Low Drop Kick” in 27.2% of rounds, against 11.7% after anything else.

How is this tested?

Quick Shoulder66P+K13820.3%
Low Drop Kick62K10315.1%
backdash into Low Drop Kick62K7110.4%
backdash into Elbow Butt4P345.0%
evade down into forward dash324.7%
evade down into Low Drop Kick62K304.4%
backdash into Heavy Middle Kick3K+G253.7%
backdash into evade down202.9%
backdash into Knee Lift6K162.4%
evade down into crouch dash forward101.5%
backdash into Quick Shoulder66P+K91.3%
Knee Lift6K81.2%
evade down into Knee Lift6K81.2%
Screw Hook63214P71.0%
backdash into Mow Down Chop1P+K71.0%

80 further openings account for the other 163 rounds.

Counted from 171 of the 225 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Wolf

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira15–12 · 56%4–3 · 57%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.

54 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 (46 here; about 2.3 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: 9 of 16 tests hold up
  • Akira: 7 of 15 tests hold up
  • Wolf: 7 of 15 tests hold up