VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

dkpyn

  • Wolf
Career matches826
Career win rate56.5%
Round win rate52.1%
Peak rank31
Distinct opponents24
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1572 #1,529 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

Brad3172940932056.1%
Wolf2797583959.8%

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

197 of 215 rounds counted

8.4 inputs a second (503 a minute) this season. Faster than 78% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad8.048090
Wolf8.7522107

By opponent's character

Pai8.148538
Jacky8.853027
Sarah7.846929
Akira8.651726
Shun7.746220
Wolf9.356022
Goh8.752317
Kage7.44425
El Blaze8.75214
Brad8.65144
Jean8.95345

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

Pai94544.4%-15.4
Jacky75271.4%+32.1
Sarah72528.6%-31.1
Akira64266.7%-1.2
Shun54180.0%+27.5
Wolf52340.0%-18.4
Goh43175.0%+29.5
Kage31233.3%-24.1
El Blaze2020.0%-66.7
Lau220100.0%+29.9
Brad110100.0%+50.3
Jean110100.0%+55.8

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

Single Wall138561.5%+17.1
Half Fence87187.5%+31.1
Breakable Full Fence74357.1%-7.4
Low Fence62433.3%-17.8
Octagon52340.0%-21.3
Breakable Half Fence32166.7%+17.3
Open32166.7%-2.2
Rectangle2020.0%-47.8

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
Walls2560.0%58.9%+1.1
No walls2254.5%51.5%+3.0

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

ま~く (Rank 31)2026/08/3054180.0%
お~ちゃん (Rank 32)2026/08/302020.0%
rikiyan-999 (Rank 29)2026/08/302020.0%
Oshira_taicho (Rank 33)2026/08/30110100.0%
shuri_nero (Rank 34)2026/08/3032166.7%
a_h_i_k_o (Rank 27)2026/08/3032166.7%
いそじぇい (Rank 27)2026/08/30220100.0%
K (Rank 23)2026/08/30110100.0%
wild_tiger3_vf5 (Rank 29)2026/08/30110100.0%
omuretukun (Rank 23)2026/08/3032166.7%
kuri_boze (Rank 24)2026/07/3121150.0%
miso_kobe24 (Rank 23)2026/07/3131233.3%
あかげら (Rank 22)2026/07/311010.0%
gear8570 (Rank 31)2026/07/312020.0%
くろね@のびしろF (Rank 30)2026/07/312020.0%
chileung18 (Rank 32)2026/07/3132166.7%
bakureturanbu (Rank 31)2026/07/31110100.0%
markey39 (Rank 27)2026/07/3121150.0%
iruka7 (Rank 23)2026/07/31220100.0%
가즈아!!! (Rank 25)2026/07/3132166.7%
nekoze-leen (Rank 26)2026/07/3132166.7%
bruceshiue (Rank 27)2026/05/14220100.0%
snowlovin (Rank 33)2026/05/142020.0%
翠嵐 (Rank 29)2026/05/141010.0%

Round openings

Every character

forward movement into punchP177.9%
Quick Shoulder66P+K146.5%
crouch dash forward into guardG125.6%
Ducking6P+K+G into Sting BlowP+K94.2%
forward dash into evade up83.7%
forward dash into crouch dash forward73.3%
forward dash into evade down73.3%
evade down into crouch dash forward62.8%
Middle Spin Kick66K52.3%
crouch dash forward into Arrow Knuckle3P52.3%
crouch dash forward into throw escape52.3%
Rolling Savate6K+G41.9%
crouch dash forward into Sharp Shoot1P41.9%
forward dash into Sharp Shoot1P41.9%
backdash into Stop Kick4K31.4%

83 further openings account for the other 105 rounds.

Brad

Career
409–320 · 56.1%
This season
26 matches · 46.1%
Peak rank
31

First hit in 49.1% of 108 rounds. Won 41.5% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ducking6P+K+G into Sting BlowP+K98.3%
forward movement into punchP87.4%
crouch dash forward into guardG65.6%
Middle Spin Kick66K54.6%
forward dash into crouch dash forward54.6%
crouch dash forward into Sharp Shoot1P43.7%
crouch dash forward into throw escape43.7%
forward dash into Sharp Shoot1P43.7%
backdash into Stop Kick4K32.8%
crouch dash back into evade down32.8%
evade down into crouch dash forward32.8%
forward dash into evade up32.8%
offensive move32.8%
crouch dash back into Sawk Klab6P+K21.9%
crouch dash forward into Jolt Upper3P21.9%

38 further openings account for the other 44 rounds.

Wolf

Career
58–39 · 59.8%
This season
26 matches · 65.4%
Peak rank
27

First hit in 46.2% of 106 rounds. Won 59.2% of the rounds they struck first, 59.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Quick Shoulder66P+K1413.1%
forward movement into punchP98.4%
crouch dash forward into guardG65.6%
forward dash into evade down65.6%
crouch dash forward into Arrow Knuckle3P54.7%
forward dash into evade up54.7%
Rolling Savate6K+G43.7%
evade down into crouch dash forward32.8%
backdash into crouch dash back21.9%
crouch dash forward into Regret Discharge33P+K21.9%
forward dash into crouch dash forward21.9%
forward movement into Jab StraightPP21.9%
guardG into throwP+G21.9%
Arrow Knuckle3P into evade up10.9%
Gasp Kneel Palm Bomb6P+K into forward movement10.9%

43 further openings account for the other 43 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Brad: not tested (too few rounds)
  • Wolf: not tested (too few rounds)