VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

のり子

  • Pai
  • Jeffry
Career matches706
Career win rate74.1%
Round win rate59.8%
Peak rank36
Distinct opponents108
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1781 #443 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

Lau363432667777.5%
Pai363302319970.0%
Jeffry283326778.8%

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

621 of 672 rounds counted

8.3 inputs a second (500 a minute) this season. Faster than 77% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai8.4503527
Jeffry7.846971
Lau8.651623

By opponent's character

Jacky8.450299
Wolf8.852564
Akira8.752459
Goh8.550963
Jeffry8.450331
El Blaze7.947537
Jean7.947626
Lei Fei8.651728
Shun7.746230
Aoi8.450725
Kage8.550927
Lion8.249130
Sarah8.651424
Vanessa7.746422
Brad7.846620
Pai8.148518
Taka8.450212
Eileen6.84113
Lau9.05403

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

Jacky2617965.4%+2.9
Wolf2014670.0%+4.4
Akira1713476.5%+14.2
Goh1611568.8%+4.3
Jeffry1511473.3%+13.1
El Blaze102820.0%-44.3
Jean94544.4%-19.9
Lei Fei98188.9%+19.5
Shun87187.5%+16.1
Aoi74357.1%-7.9
Kage76185.7%+21.0
Lion73442.9%-29.8
Sarah75271.4%-1.5
Vanessa64266.7%+1.7
Brad41325.0%-43.2
Pai42250.0%-5.7
Taka32166.7%+9.6
Eileen1010.0%-52.5
Lau110100.0%+25.1

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

Open2620676.9%+10.4
Breakable Half Fence25151060.0%-1.8
Octagon2416866.7%+0.9
Single Wall178947.1%-22.3
Full Fence1613381.2%+18.0
Rectangle169756.2%-10.8
Breakable Full Fence139469.2%+7.0
Full Fence and Open119281.8%+16.2
Low Fence118372.7%+9.4
Half Fence95455.6%-10.2

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
Walls10365.0%64.2%+0.8
No walls5466.7%66.9%-0.3

Walls against open: +1.1 points (95% range -15.4 to +17.6), p 0.897 — 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

interceptor (Rank 35)2026/07/0564266.7%
shuri_nero (Rank 34)2026/07/0463350.0%
rigoura0727 (Rank 39)2026/07/0332166.7%
Umemon2026 (Rank 38)2026/06/2851420.0%
南獄ノンファット (Rank 33)2026/06/28220100.0%
Tav (Rank 32)2026/06/20220100.0%
ratel-d9 (Rank 30)2026/06/2032166.7%
カマキリ拳法なぎくん (Rank 31)2026/06/202020.0%
kuro-uzu (Rank 36)2026/06/2032166.7%
mossa_n_assom (Rank 32)2026/06/202020.0%
pc37_lucky10 (Rank 32)2026/06/1243175.0%
omasu_miyazaki (Rank 30)2026/06/1232166.7%
무파ZeroBlue (Rank 31)2026/06/12220100.0%
ぼっち.ぼ~る (Rank 33)2026/06/122020.0%
DJG10159 (Rank 35)2026/06/122020.0%
dorobonyanko (Rank 32)2026/06/0931233.3%
JISERU (Rank 31)2026/06/0731233.3%
gyoujyun (Rank 29)2026/06/0732166.7%
remiuyu (Rank 29)2026/06/07220100.0%
T_munetora (Rank 27)2026/06/04440100.0%
F (Rank 23)2026/06/02220100.0%
misoazy (Rank 31)2026/05/202020.0%
雷電 (Rank 28)2026/05/1921150.0%
ちまお (Rank 38)2026/04/1032166.7%
ゼータ(MSZ-006) (Rank 35)2026/03/3032166.7%

Round openings

Every character

backdash into evade up10515.6%
backdash into throw escape477.0%
Senchuken6P345.0%
backdash into evade down314.6%
backdash into punchP274.0%
punchP172.5%
backdash into Senchutai162.4%
crouch dash back into guardG162.4%
forward movement into punchP162.4%
Senchutai152.2%
evade down into forward dash142.1%
evade down into guardG142.1%
Senchutai into guardG131.9%
forward dash into evade up131.9%
Kochoukyaku4K+G101.5%

142 further openings account for the other 287 rounds.

Pai

Career
231–99 · 70.0%
This season
138 matches · 62.3%
Peak rank
36

First hit in 50.7% of 521 rounds. Won 64.4% of the rounds they struck first, 51.8% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 16.7% of rounds, against 9.2% in their other rounds.
  • Against Wolf: evades first in 29.8% of rounds, against 8.3% against everyone else.
  • After opening the round before by attacking: evades first in 17.0% of rounds, against 8.6% after anything else.
  • Against Goh: opens with “backdash into P punch” in 12.5% of rounds, against 3.6% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 35.0% of rounds, against 15.1% after anything else.
  • After losing a round: opens with “backdash into evade up” in 22.3% of rounds, against 14.5% after winning one.

How is this tested?

backdash into evade up8716.4%
backdash into throw escape356.6%
Senchuken6P346.4%
backdash into evade down254.7%
backdash into punchP244.5%
punchP173.2%
forward movement into punchP163.0%
backdash into Senchutai3K142.6%
evade down into guardG132.5%
Senchutai3K122.3%
Senchutai3K into guardG122.3%
evade down into forward dash122.3%
crouch dash back into guardG112.1%
forward dash into evade up112.1%
Kochoukyaku4K+G101.9%

96 further openings account for the other 197 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky8–3 · 73%5–3 · 62%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.

How is this tested?

Jeffry

Career
26–7 · 78.8%
This season
20 matches · 75.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1216.2%
backdash into throw escape56.8%
Low Knuckle2P45.4%
Elbow Butt6P34.0%
backdash into Dash Elbow Upper66PP34.0%
backdash into Ducking Low2K+G34.0%
backdash into evade down34.0%
backdash into punchP34.0%
Dash Elbow66P22.7%
Ducking Low2K+G22.7%
backdash into Low Knuckle2P22.7%
backdash into Megaton Knuckle43P+K22.7%
backdash into guardG22.7%
crouch dash back into guardG22.7%
forward dash into evade up22.7%

24 further openings account for the other 24 rounds.

Lau

Career
266–77 · 77.5%
This season
19 matches · 73.7%
Peak rank
36

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into throw escape79.9%
backdash into evade up68.4%
evade up into throw escape57.0%
Fukko Kensou1P into backdash34.2%
Senchutai3K34.2%
backdash into Sako Soushou4P+K34.2%
backdash into evade down34.2%
backward movement into Chugeki6P34.2%
crouch dash back into guardG34.2%
evade down into throw escape34.2%
Chugeki6P22.8%
Kosoushou46P into forward dash22.8%
Senchutai3K into forward dash22.8%
backdash into Senchutai3K22.8%
forward dash into throwP+G22.8%

22 further openings account for the other 22 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 (15 here; about 0.8 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

  • Pai: 6 of 15 tests hold up
  • Jeffry: not tested (too few rounds)
  • Lau: not tested (too few rounds)