VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

りゅうのすけ

Career matches8,767
Career win rate49.5%
Round win rate48.5%
Peak rank33
Distinct opponents414
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1553 #1,661 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

Brad338,7674,3424,42549.5%

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

3,857 of 4,933 rounds counted

6.3 inputs a second (381 a minute) this season. Faster than 27% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad6.33813,857

By opponent's character

Jacky6.5389511
Wolf6.5389404
Akira6.3377316
Jeffry6.3377248
Jean6.3378253
Goh6.2370219
Shun6.6398225
Kage6.2373194
Lau6.2374176
Pai6.5393217
Sarah6.2372194
Brad6.0362160
Aoi6.2373135
Lei Fei6.4382123
Lion6.4382124
El Blaze6.237497
Eileen6.237578
Vanessa6.538862
Dural6.438787
Taka6.237034

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

Jacky152777550.7%+5.2
Wolf123655852.9%+2.5
Akira92434946.7%-1.1
Jeffry87375042.5%-6.0
Jean75324342.7%-3.4
Goh70353550.0%+3.3
Shun70353550.0%+0.1
Kage65273841.5%-2.6
Lau65214432.3%-15.8
Pai63323150.8%+0.4
Sarah62293346.8%-0.8
Brad51302158.8%+12.9
Aoi47222546.8%+3.6
Lei Fei42162638.1%-6.2
Lion40152537.5%-5.8
El Blaze33171651.5%+4.4
Eileen26131350.0%+2.0
Vanessa25101540.0%-7.1
Dural21111052.4%+9.9
Taka117463.6%+21.4

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Rectangle136637346.3%-1.8
Full Fence133676650.4%+2.6
Open132597344.7%-3.1
Breakable Full Fence131666550.4%+3.7
Half Fence126507639.7%-5.7
Octagon124655952.4%+8.4
Breakable Half Fence114585650.9%+2.0
Low Fence113536046.9%+0.0
Single Wall98425642.9%-4.7
Full Fence and Open68303844.1%-3.5

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
Walls76448.3%47.0%+1.3
No walls34344.9%47.2%-2.3

Walls against open: +3.6 points (95% range -3.4 to +10.6), p 0.308 — 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

入れ込むかもしれない (Rank 31)2026/10/18127558.3%
kuritarou_evol (Rank 35)2026/10/16105550.0%
midori6127 (Rank 30)2026/10/161916384.2%
striker0123 (Rank 32)2026/10/151911857.9%
joechou222 (Rank 36)2026/10/151421214.3%
pocky1971 (Rank 30)2026/10/1393633.3%
syro_u473t8-e (Rank 32)2026/10/1097277.8%
run-run52 (Rank 29)2026/10/0797277.8%
漂泊の民回線ジプシー (Rank 36)2026/10/0792722.2%
AYA (Rank 33)2026/10/07137653.9%
elf4sale (Rank 33)2026/10/05106460.0%
ふぇに (Rank 34)2026/10/05115645.5%
ぬっき~@ (Rank 35)2026/10/0493633.3%
n-nova06 (Rank 32)2026/10/0410100100.0%
BANANA (Rank 32)2026/10/04104640.0%
タイヨウ (Rank 30)2026/10/0394544.4%
ロストマン (Rank 32)2026/09/3092722.2%
tamaneen (Rank 29)2026/09/2695455.6%
ガンオンやりたひ (Rank 30)2026/09/2697277.8%
MARUKO922 (Rank 31)2026/09/24105550.0%
Koutei (Rank 33)2026/09/13127558.3%
会長さん (Rank 34)2026/09/10114736.4%
dr5046_ryo (Rank 31)2026/09/0795455.6%
きてぃ☆ (Rank 30)2026/08/2894544.4%
handesu519 (Rank 31)2026/07/2284450.0%

Round openings

Brad

Career
4,342–4,425 · 49.5%
This season
1,220 matches · 47.0%
Peak rank
33

First hit in 51.4% of 4,271 rounds. Won 53.4% of the rounds they struck first, 44.0% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 30.3% of rounds, against 10.6% in their other rounds.
  • Against Kage: evades first in 22.0% of rounds, against 15.1% against everyone else.
  • After opening the round before by backing off: attacks straight away in 54.9% of rounds, against 34.3% after anything else.
  • After the opponent opened the round before by attacking: waits first in 8.7% of rounds, against 6.1% after anything else.
  • In round 2: opens with “backdash into 4P+K+G Sway Back” in 25.3% of rounds, against 17.7% in their other rounds.
  • Against El Blaze: opens with “66K Middle Spin Kick” in 14.2% of rounds, against 7.3% against everyone else.
  • After opening the round before with “backdash into 4P+K+G Sway Back”: opens with “6P Elbow Hook” in 26.5% of rounds, against 11.6% after anything else.
  • After winning a round: opens with “crouch into 2P Sit Jab” in 7.8% of rounds, against 5.2% after losing one.

How is this tested?

backdash into Sway Back4P+K+G84119.6%
Elbow Hook6P54212.6%
Middle Spin Kick66K3197.4%
crouch into Sit Jab2P2485.8%
Ducking6P+K+G into Crush Knee KickK+G2255.2%
evade down into crouch dash forward1413.3%
backdash into throwP+G1232.9%
evade up into evade down1202.8%
backdash into evade up1072.5%
forward dash into Sharp Shoot1P982.3%
backdash into Destruction Body3P+K962.2%
backdash into Stop Kick4K962.2%
backdash into Jackal Straight46P+K872.0%
evade up into crouch dash forward821.9%
punchP into Jab StraightPP741.7%

184 further openings account for the other 1,099 rounds.

Counted from 1,061 of the 1,220 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky32–39 · 45%28–13 · 68%-22.3
Wolf45–34 · 57%12–13 · 48%too few to test
Akira22–27 · 45%10–15 · 40%too few to test
Jean14–18 · 44%11–15 · 42%too few to test
Jeffry18–24 · 43%5–10 · 33%too few to test
Goh30–23 · 57%3–8 · 27%too few to test
Lau15–25 · 38%6–14 · 30%too few to test
Shun17–18 · 49%8–8 · 50%too few to test
Kage13–16 · 45%8–11 · 42%too few to test
Sarah16–22 · 42%6–6 · 50%too few to test
Pai13–16 · 45%11–7 · 61%too few to test
Brad23–9 · 72%2–7 · 22%too few to test
Aoi14–12 · 54%4–4 · 50%too few to test
Lei Fei11–13 · 46%2–6 · 25%too few to test
El Blaze9–11 · 45%6–4 · 60%too few to test
Lion7–11 · 39%1–7 · 12%too few to test
Vanessa7–12 · 37%2–1 · 67%too few to test
Eileen8–11 · 42%1–1 · 50%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.

159 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

  • Brad: 8 of 18 tests hold up