VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

しょべるん

  • Akira
  • Jacky
Career matches15,762
Career win rate49.6%
Round win rate49.5%
Peak rank40
Distinct opponents373
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1789 #412 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

Brad4015,4977,6417,85649.3%
Akira362581738567.0%
Jacky2676185.7%

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

9,364 of 10,408 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

Brad6.13649,223
Akira9.8591128
Jacky9.959413

By opponent's character

Kage6.13681,131
Jacky6.3380995
Akira6.5392989
Lau6.1366814
Sarah6.0359679
Goh6.2372523
Brad6.1366521
Aoi6.0357398
Lion5.9356481
Shun6.0360409
Pai6.1365337
Jeffry6.2372324
Vanessa5.8347320
Wolf6.2372295
Jean6.1365224
El Blaze6.2370250
Taka5.8348229
Lei Fei5.8351207
Eileen5.5332184
Dural5.935554

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

Kage31015115948.7%+3.8
Jacky27314812554.2%+5.4
Akira26213512751.5%+3.5
Lau2129711545.8%-1.2
Sarah181909149.7%+1.4
Goh133696451.9%-0.8
Brad130696153.1%+3.0
Aoi129626748.1%-6.0
Lion127567144.1%-5.9
Shun118496941.5%-3.1
Pai102386437.2%-13.7
Jeffry89573264.0%+10.5
Vanessa87375042.5%-1.7
Wolf84335139.3%-15.2
Jean69393056.5%+6.1
El Blaze67283941.8%-3.6
Taka64392560.9%+16.4
Lei Fei58213736.2%-7.7
Eileen47163134.0%-11.1
Dural147750.0%-4.6

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 Fence30214715548.7%-1.6
Octagon29214814450.7%+2.4
Rectangle27213613650.0%+1.3
Half Fence27113513649.8%+1.6
Breakable Full Fence26213013249.6%+1.8
Open25412712750.0%+2.7
Breakable Half Fence25312013347.4%-2.1
Low Fence22610312345.6%-1.8
Single Wall2199412542.9%-6.9
Full Fence and Open93395441.9%-4.3

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
Walls1,65249.4%48.9%+0.5
No walls69946.4%48.0%-1.6

Walls against open: +2.2 points (95% range -2.4 to +6.8), p 0.356 — 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

フルレバ (Rank 37)2026/10/1830191163.3%
ピーエス (Rank 39)2026/10/1824131154.2%
ドナドナ7 (Rank 38)2026/10/182271531.8%
ダンプよっし~2.0 (Rank 41)2026/10/1838201852.6%
うるヲ参拾 (Rank 39)2026/10/1829141548.3%
自作マニア@むめい。 (Rank 41)2026/10/1852262650.0%
くりたろう (Rank 39)2026/10/1830121840.0%
jinmenusagi (Rank 42)2026/10/1874324243.2%
R.I.PRJMitte. (Rank 41)2026/10/1827151255.6%
Choi_Akira (Rank 38)2026/10/182113861.9%
ス~パ~オヤツマ~ン (Rank 42)2026/10/152171433.3%
ふかふか (Rank 39)2026/10/142013765.0%
妹に運転を教える (Rank 38)2026/10/112891932.1%
たつや (Rank 40)2026/10/1124141058.3%
ぱお (Rank 39)2026/10/1122101245.5%
Umemon2026 (Rank 36)2026/10/112519676.0%
ゲッパー (Rank 40)2026/10/0323111247.8%
a.k.aとりてん (Rank 39)2026/09/292011955.0%
jean (Rank 41)2026/09/272291340.9%
風閃刃 (Rank 40)2026/09/2735132237.1%
いくお (Rank 42)2026/09/242491537.5%
イイクルーン (Rank 37)2026/08/0328151353.6%
interceptor (Rank 40)2026/08/0255272849.1%
Aki (Rank 40)2026/07/291913668.4%
KA-GO (Rank 40)2026/07/2333132039.4%

Round openings

Every character

backdash into Stop Kick4K8579.1%
forward movement into punchP6957.4%
backward movement into Sawk Klab6P+K6426.8%
evade up into forward dash5435.8%
Dtee Sawk Dtrohng4P+K into backdash4695.0%
evade down into forward dash4614.9%
Jackal Straight46P+K3283.5%
Ducking6P+K+G into Crush Knee KickK+G3003.2%
Jolt Upper3P into Jolt Upper~Spin Kick3PK3003.2%
Middle Spin Kick66K2752.9%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK2282.4%
Dtee Sawk Dtrohng4P+K1962.1%
forward movement into Jab StraightPP1561.7%
evade up into throwP+G1521.6%
backdash into Destruction Body3P+K1501.6%

322 further openings account for the other 3,653 rounds.

Counted from 2,307 of the 2,556 matches played. The rest were not pulled for openings.

Brad

Career
7,641–7,856 · 49.3%
This season
2,501 matches · 48.0%
Peak rank
40

First hit in 48.5% of 9,089 rounds. Won 52.3% of the rounds they struck first, 46.3% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 50.4% of rounds, against 36.7% in their other rounds.
  • Against Akira: evades first in 33.4% of rounds, against 19.9% against everyone else.
  • On Rectangle stages: backs off first in 36.1% of rounds, against 23.8% on the other stages.
  • After opening the round before by waiting: waits first in 8.5% of rounds, against 3.5% after anything else.
  • After losing a round: evades first in 31.0% of rounds, against 19.3% after winning one.
  • When behind: evades first in 29.9% of rounds, against 20.3% when ahead or level.
  • In round 1: opens with “4P+K Dtee Sawk Dtrohng into backdash” in 10.4% of rounds, against 3.4% in their other rounds.
  • Against Taka: opens with “forward movement into P punch” in 22.7% of rounds, against 6.8% against everyone else.
  • On Rectangle stages: opens with “backdash into 4K Stop Kick” in 16.2% of rounds, against 8.5% on the other stages.
  • After losing a round: opens with “evade up into forward dash” in 9.1% of rounds, against 4.6% after winning one.
  • When ahead: opens with “4P+K Dtee Sawk Dtrohng into backdash” in 5.4% of rounds, against 2.4% when level or behind.

How is this tested?

backdash into Stop Kick4K8579.3%
forward movement into punchP6637.2%
backward movement into Sawk Klab6P+K6427.0%
evade up into forward dash5415.9%
Dtee Sawk Dtrohng4P+K into backdash4695.1%
evade down into forward dash4555.0%
Jackal Straight46P+K3283.6%
Ducking6P+K+G into Crush Knee KickK+G3003.3%
Jolt Upper3P into Jolt Upper~Spin Kick3PK3003.3%
Middle Spin Kick66K2753.0%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK2282.5%
Dtee Sawk Dtrohng4P+K1962.1%
forward movement into Jab StraightPP1561.7%
evade up into throwP+G1521.7%
backdash into Destruction Body3P+K1501.6%

266 further openings account for the other 3,468 rounds.

Counted from 2,252 of the 2,501 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
Kage74–92 · 45%46–35 · 57%-11.3
Jacky75–64 · 54%37–37 · 50%+0.0
Akira74–77 · 49%27–27 · 50%-0.3
Lau64–66 · 49%24–36 · 40%+8.7
Sarah51–50 · 50%24–26 · 48%+2.1
Aoi44–34 · 56%13–14 · 48%too few to test
Goh36–30 · 55%19–15 · 56%-2.5
Lion32–48 · 40%11–14 · 44%too few to test
Brad42–36 · 54%14–9 · 61%too few to test
Shun24–38 · 39%13–22 · 37%-3.4
Jeffry35–21 · 62%12–7 · 63%too few to test
Vanessa21–25 · 46%10–21 · 32%too few to test
Pai26–36 · 42%5–13 · 28%too few to test
Wolf15–28 · 35%10–17 · 37%too few to test
Jean21–17 · 55%7–7 · 50%too few to test
El Blaze21–22 · 49%1–10 · 9%too few to test
Taka24–13 · 65%8–6 · 57%too few to test
Lei Fei13–23 · 36%4–12 · 25%too few to test
Eileen12–20 · 38%2–7 · 22%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.

249 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?

Akira

Career
173–85 · 67.0%
This season
51 matches · 70.6%
Peak rank
36

First hit in 63.7% of 212 rounds. Won 65.2% of the rounds they struck first, 55.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP3215.1%
crouch into Housui2P219.9%
backdash into evade up157.1%
backdash into Jouho Senshou46P146.6%
backdash into evade down136.1%
Rimon Chouchu66P125.7%
Senzankou66P+K into throwP+G94.2%
backdash into Sokutai3K83.8%
evade down into forward dash62.8%
Rimon Chouchu66P into forward dash52.4%
Senzankou66P+K52.4%
Housui2P31.4%
Housui2P into forward dash31.4%
Koboku214P31.4%
Yakuho Chouchu666P31.4%

41 further openings account for the other 60 rounds.

Jacky

Career
6–1 · 85.7%
This season
4 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Slant Back Knuckle1P215.4%
crouch dash back into Chopping Blow2P+K215.4%
backdash into Middle Kick3K17.7%
backdash into Middle Smash6P17.7%
backdash into Smash Straight3P17.7%
crouch dash back into Beat KnuckleP+K17.7%
crouch dash forward into throw escape17.7%
crouch into Low Spin Kick1K+G17.7%
crouch into Squat Straight2P17.7%
guardG17.7%
guardG into crouch17.7%

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: 11 of 18 tests hold up
  • Akira: not tested (too few rounds)
  • Jacky: not tested (too few rounds)