VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Brad

BangJae

  • Pai
  • Akira
Career matches1,890
Career win rate33.5%
Round win rate43.7%
Peak rank22
Distinct opponents73
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1064 #3,628 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

Brad221,12234377930.6%
Pai2266925441538.0%
Akira1499376237.4%

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

1,127 of 1,127 rounds counted

5.5 inputs a second (330 a minute) this season. Faster than 8% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad5.5333709
Pai5.2314350
Akira6.337568

By opponent's character

Kage5.5332319
Akira5.0301164
Jacky5.1304116
Aoi5.6333114
El Blaze5.331966
Jean5.231360
Wolf6.639839
Brad5.533030
Taka8.249134
Lau5.332033
Goh6.538924
Shun4.728428
Lei Fei5.734217
Pai6.237522
Vanessa5.935418
Eileen5.633815
Sarah3.62149
Dural4.62786
Jeffry5.93527
Lion5.23106

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

Kage78512765.4%+26.4
Akira41192246.3%+5.4
Jacky3092130.0%-16.1
Aoi27121544.4%+8.1
El Blaze1661037.5%-8.6
Jean1621412.5%-35.5
Wolf112918.2%-9.6
Brad92722.2%-17.8
Taka94544.4%+11.9
Lau83537.5%-1.1
Goh63350.0%+9.5
Shun61516.7%-24.9
Lei Fei51420.0%-14.4
Pai52340.0%+9.6
Vanessa5050.0%-22.2
Eileen4040.0%-40.9
Sarah3030.0%-35.2
Dural2020.0%-42.8
Jeffry2020.0%-18.4
Lion2020.0%-8.2

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

Breakable Full Fence38142436.8%+3.6
Half Fence38162242.1%-3.0
Low Fence3392427.3%-17.6
Breakable Half Fence30151550.0%+8.7
Octagon30111936.7%-7.5
Open30141646.7%+7.2
Single Wall2381534.8%-5.6
Rectangle2161528.6%-20.2
Full Fence1710758.8%+15.2
Full Fence and Open1110190.9%+49.7

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls17441.4%42.0%-0.6
No walls8636.0%41.1%-5.1

Walls against open: +4.5 points (95% range -12.1 to +21.1), p 0.595 — 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

gnarapum (Rank 24)2026/10/1142250.0%
みらめたる (Rank 21)2026/10/0641325.0%
[VirtuAnalytics]SuperGolden (Rank 24)2026/10/0662433.3%
Realbard]변화의계절 (Rank 24)2026/10/0671614.3%
あるさん (Rank 25)2026/10/064040.0%
AiokometeZ (Rank 24)2026/10/052332013.0%
ぬ (Rank 21)2026/09/2864266.7%
スタンプジャンパー (Rank 22)2026/09/2861516.7%
kim4439 (Rank 18)2026/09/2841325.0%
Might小麥豆漿 (Rank 21)2026/09/2867462168.7%
きつね (Rank 28)2026/09/289090.0%
b.bananacnn2 (Rank 21)2026/09/2831233.3%
まっきー氏 (Rank 38)2026/09/284040.0%
kosk5906 (Rank 18)2026/09/2885362.5%
y.o.y (Rank 15)2026/09/2763350.0%
委員ちょ (Rank 21)2026/09/2754180.0%
RECOBA20 (Rank 21)2026/09/2431233.3%
要你命3000 (Rank 25)2026/09/1631233.3%
ハンニバル (Rank 32)2026/09/134040.0%
俺... (Rank 21)2026/09/12990100.0%
nekodiver2 (Rank 22)2026/09/123030.0%
インドラー (Rank 24)2026/09/074040.0%
けいすけ新宿 (Rank 24)2026/09/0231233.3%
daria01 (Rank 2)2026/06/14330100.0%
jin.i.enjoy (Rank 12)2026/06/13113827.3%

Round openings

Every character

guardG15415.5%
punchP515.1%
punchP into Jab StraightPP474.7%
punchP into RenshouPP434.3%
Jackal Straight46P+K303.0%
RenshouPP into RaigekishouPPP303.0%
backdash into backward movement232.3%
Ensei KatanhekiP+K191.9%
Ensei Haijinkyaku7K+G171.7%
Sway Back4P+K+G into BreakdownP+K151.5%
guardG into punchP151.5%
Sway Back4P+K+G141.4%
Double Knee Solo9K131.3%
Honshin Soukyaku1K+G121.2%
Jaguar Tail2K+G121.2%

225 further openings account for the other 497 rounds.

Counted from 249 of the 285 matches played. The rest were not pulled for openings.

Brad

Career
343–779 · 30.6%
This season
175 matches · 42.9%
Peak rank
22

First hit in 46.7% of 574 rounds. Won 49.6% of the rounds they struck first, 49.0% of the rounds they were struck first.

Significant Tells

  • Against Akira: waits first in 74.2% of rounds, against 33.6% against everyone else.
  • On Half Fence stages: attacks straight away in 85.0% of rounds, against 47.3% on the other stages.
  • After opening the round before by attacking: attacks straight away in 74.6% of rounds, against 25.7% after anything else.
  • Against Akira: opens with “G guard” in 53.2% of rounds, against 18.2% against everyone else.
  • After opening the round before with “G guard”: opens with “G guard” in 42.1% of rounds, against 14.7% after anything else.
  • After the opponent opened the round before with “G guard”: opens with “46P+K Jackal Straight” in 7.3% of rounds, against 6.1% after anything else.

How is this tested?

guardG12621.9%
punchP into Jab StraightPP478.2%
Jackal Straight46P+K305.2%
punchP274.7%
backdash into backward movement203.5%
Sway Back4P+K+G into BreakdownP+K152.6%
Sway Back4P+K+G142.4%
Double Knee Solo9K132.3%
Jaguar Tail2K+G122.1%
Jab StraightPP into Combination UpperPPP101.7%
guardG into Jaguar Tail2K+G101.7%
guardG into punchP101.7%
Spine Whip4P into forward dash81.4%
guardG into Jackal Straight46P+K71.2%
guardG into evade down71.2%

103 further openings account for the other 218 rounds.

Counted from 139 of the 175 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
Kage29–13 · 69%12–9 · 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.

36 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?

Pai

Career
254–415 · 38.0%
This season
93 matches · 39.8%
Peak rank
22

First hit in 54.9% of 350 rounds. Won 42.2% of the rounds they struck first, 42.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

punchP into RenshouPP4312.3%
RenshouPP into RaigekishouPPP308.6%
punchP246.9%
Ensei KatanhekiP+K195.4%
guardG185.1%
Ensei Haijinkyaku7K+G174.9%
Honshin Soukyaku1K+G123.4%
Meishouho4P+K+G into Ensei SenpukyakuK+G113.1%
back punch+kick4P+K113.1%
Ensei SenpukyakuK+G102.9%
Senchuken6P92.6%
Haitenkyaku7K82.3%
Ensei Haijinkyaku7K+G into guardG72.0%
punchP into RenkentaiPK72.0%
Senchutai3K61.7%

76 further openings account for the other 118 rounds.

Akira

Career
37–62 · 37.4%
This season
17 matches · 29.4%
Peak rank
14

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG1014.7%
Jouho Touken6P into Sayu Kaikyu4PP57.3%
guardG into Jouho Touken6P45.9%
ZanshuK+G into Youshi SaikenK+GP34.4%
backdash into backward movement34.4%
backward movement34.4%
Hekishou43P into Hachimon KaidaPP22.9%
Jouho Touken6P into Youteitou6K22.9%
Jouho Touken6P into backward movement22.9%
SoutoP+K22.9%
Chouyoushu1P11.5%
Chouzan Housui46P+K11.5%
Ekishou3P11.5%
Fujinkyaku2K+G into Chutenshou2K+GP11.5%
Hekishou43P11.5%

27 further openings account for the other 27 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 (29 here; about 1.5 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: 6 of 16 tests hold up
  • Pai: 0 of 13 tests hold up
  • Akira: not tested (too few rounds)