VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

へっぽこラウ

Career matches19,256
Career win rate49.0%
Round win rate49.3%
Peak rank36
Distinct opponents550
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1666 #968 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

Lau3619,2569,4299,82749.0%

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

6,973 of 9,066 rounds counted

6.1 inputs a second (368 a minute) this season. Faster than 22% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau6.13686,973

By opponent's character

Jacky6.5391831
Akira6.1368690
Pai6.2374410
Sarah6.3376381
Wolf6.0358420
Lion6.2372351
Kage5.9354375
Lei Fei5.8347278
Brad6.2372404
Jean5.9354382
Jeffry6.1366337
Aoi6.0363371
Goh6.1365324
Shun6.2372272
Vanessa6.0362300
El Blaze5.9353255
Lau6.3377213
Eileen6.1364189
Taka5.7344138
Dural6.438352

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

Jacky26513612951.3%+2.3
Akira21810111746.3%-3.7
Pai142756752.8%+3.2
Sarah140647645.7%-4.3
Wolf139716851.1%-0.7
Lion119655454.6%+8.8
Kage116526444.8%-2.5
Lei Fei116566048.3%-1.0
Brad114546047.4%-0.5
Jean114684659.6%+11.8
Jeffry113526146.0%-3.1
Aoi110545649.1%+0.1
Goh103376635.9%-12.9
Shun97504751.5%+5.5
Vanessa87394844.8%-2.1
El Blaze76344244.7%-0.6
Lau71294240.9%-9.6
Eileen55292652.7%+5.4
Taka38182047.4%+3.3
Dural128466.7%+11.1

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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 Fence24312611751.9%+2.9
Open23411012447.0%-0.2
Single Wall22910512445.9%-4.0
Breakable Full Fence22712210553.7%+5.7
Half Fence22411311150.5%+1.4
Low Fence22411111349.5%+0.4
Rectangle2099911047.4%+0.3
Breakable Half Fence2049011444.1%-5.1
Octagon2039910448.8%+0.6
Full Fence and Open117546346.1%-3.8

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
Walls1,31049.5%48.6%+1.0
No walls68747.5%48.6%-1.1

Walls against open: +2.1 points (95% range -2.9 to +7.1), p 0.402 — 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

ねこむーと (Rank 38)2026/10/151611568.8%
raduakira (Rank 38)2026/10/12157846.7%
DJG10159 (Rank 36)2026/10/11145935.7%
フルレバ (Rank 35)2026/10/111331023.1%
ふぇに (Rank 35)2026/10/0829141548.3%
hsat0310 (Rank 36)2026/10/082113861.9%
あをゐ (Rank 35)2026/10/07189950.0%
nana-ushi (Rank 34)2026/10/071511473.3%
becks_r3 (Rank 36)2026/10/051441028.6%
らうらう (Rank 36)2026/10/05145935.7%
hurikake1999 (Rank 33)2026/10/041641225.0%
zakisan (Rank 36)2026/09/282051525.0%
ジャキる。 (Rank 31)2026/09/271914573.7%
Wallaby360 (Rank 36)2026/09/271531220.0%
ぁ     やごろ (Rank 36)2026/09/272181338.1%
masazo1111 (Rank 35)2026/09/12156940.0%
mahiro_725 (Rank 35)2026/09/102071335.0%
Phrazes_For_The_Young (Rank 33)2026/09/091816288.9%
∈挙動不審∋ (Rank 35)2026/09/05168850.0%
ムカつきが止まらない (Rank 35)2026/09/03138561.5%
寿司眼鉄 (Rank 36)2026/08/231551033.3%
パンデモニウム (Rank 36)2026/08/23157846.7%
IkebukuroSarah (Rank 37)2026/08/171551033.3%
マーレさん (Rank 33)2026/07/092012860.0%
テクノモデル (Rank 34)2026/05/25148657.1%

Round openings

Lau

Career
9,429–9,827 · 49.0%
This season
2,245 matches · 48.6%
Peak rank
36

First hit in 48.2% of 8,534 rounds. Won 51.7% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 30.3% of rounds, against 21.8% in their other rounds.
  • Against Sarah: backs off first in 41.1% of rounds, against 22.8% against everyone else.
  • On Rectangle stages: attacks straight away in 16.9% of rounds, against 13.2% on the other stages.
  • After opening the round before by waiting: waits first in 47.8% of rounds, against 41.4% after anything else.
  • After winning a round: backs off first in 38.0% of rounds, against 15.6% after losing one.
  • When ahead: backs off first in 36.1% of rounds, against 19.0% when level or behind.
  • In round 4 or later: opens with “crouch dash back into 2K+G Chisoutai” in 7.4% of rounds, against 3.3% in their other rounds.
  • Against Lei Fei: opens with “G guard” in 14.5% of rounds, against 6.8% against everyone else.
  • After opening the round before with “G guard”: opens with “G guard” in 12.7% of rounds, against 7.1% after anything else.
  • After losing a round: opens with “crouch into 3K Senchutai” in 10.1% of rounds, against 4.2% after winning one.
  • When behind: opens with “crouch into 3K Senchutai” in 10.9% of rounds, against 4.9% when ahead or level.

How is this tested?

guardG6217.2%
crouch into Senchutai3K6177.2%
backdash into Honten Rakutoutai46K+G3904.5%
crouch dash back into Chisoutai2K+G3754.4%
crouch into Honshin Hekiken1P+K3634.2%
guardG into evade down3444.0%
guardG into Sako Soushou4P+K2522.9%
Touku Kosenkyaku9K2292.7%
backdash into Kosoushou46P2252.6%
evade down into guardG2072.4%
guardG into Shakashou3P1912.2%
guardG into Chisoutai2K+G1511.8%
crouch dash forward into Chisoutai2K+G1471.7%
guardG into Honshin Hekiken1P+K1351.6%
crouch dash forward into evade down1331.6%

393 further openings account for the other 4,209 rounds.

Counted from 2,127 of the 2,245 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
Jacky75–62 · 55%44–43 · 51%+6.2
Akira59–70 · 46%25–26 · 49%-5.0
Sarah32–43 · 43%18–14 · 56%-17.2
Pai45–37 · 55%20–18 · 53%+2.5
Wolf34–36 · 49%24–20 · 55%-5.9
Lei Fei33–35 · 49%14–19 · 42%+7.8
Brad33–39 · 46%20–13 · 61%-17.0
Jeffry36–35 · 51%12–20 · 38%+14.9
Aoi30–30 · 50%12–20 · 38%+11.3
Kage31–39 · 44%12–14 · 46%too few to test
Lion33–25 · 57%16–16 · 50%+9.8
Goh20–34 · 37%9–23 · 28%+4.7
Jean35–21 · 62%17–16 · 52%+11.3
Shun28–25 · 53%18–16 · 53%+6.3
Vanessa22–25 · 47%14–19 · 42%+7.6
El Blaze20–25 · 44%10–13 · 43%too few to test
Lau16–18 · 47%10–15 · 40%too few to test
Eileen15–14 · 52%7–6 · 54%too few to test
Taka8–11 · 42%5–8 · 38%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.

118 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 (17 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: 11 of 17 tests hold up