VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

rihoppe79

  • Eileen
Career matches3,276
Career win rate47.8%
Round win rate49.7%
Peak rank26
Distinct opponents67
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1366 #2,837 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

Brad263,1771,5091,66847.5%
Eileen2399574257.6%

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

425 of 585 rounds counted

5.3 inputs a second (320 a minute) this season. Faster than 6% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad5.3317340
Eileen5.533385

By opponent's character

Akira5.432699
Lion5.633663
Wolf5.231340
Aoi5.231256
Goh5.030024
Jacky5.231222
Jeffry5.331822
Shun5.33163
Lau5.231216
Pai5.633722
Taka5.130412
El Blaze5.432212
Brad5.43251
Dural5.03027
Eileen4.92934
Jean5.23127
Kage5.43267
Lei Fei5.53325
Sarah4.82903

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

Akira36191752.8%-0.9
Lion1912763.2%+18.6
Wolf1911857.9%+2.1
Aoi178947.1%-3.1
Goh106460.0%+2.7
Jacky83537.5%-0.1
Jeffry61516.7%-29.5
Shun62433.3%-16.4
Lau52340.0%-4.3
Pai51420.0%-33.7
Taka43175.0%+15.2
El Blaze330100.0%+58.6
Brad220100.0%+33.1
Dural21150.0%+20.3
Eileen21150.0%+14.3
Jean2020.0%-41.6
Kage21150.0%+7.5
Lei Fei1010.0%-49.5
Sarah1010.0%-42.7
Vanessa1010.0%-55.2

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

Breakable Half Fence1910952.6%-0.9
Low Fence1910952.6%+5.4
Half Fence1871138.9%-9.4
Octagon1511473.3%+29.7
Breakable Full Fence1331023.1%-26.5
Single Wall137653.9%+4.3
Full Fence126650.0%-5.7
Rectangle128466.7%+9.1
Full Fence and Open115645.5%-9.7
Open116554.5%+6.5

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
Walls8950.6%51.0%-0.5
No walls4353.5%48.7%+4.8

Walls against open: -5.2 points (95% range -23.7 to +13.2), p 0.576 — 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

力戦将棋チャンネル (Rank 27)2026/07/022020.0%
MaxMuncy (Rank 24)2026/06/2231233.3%
dalmax72 (Rank 21)2026/06/1642250.0%
방가방가 (Rank 27)2026/06/1641325.0%
けいすけ新宿 (Rank 23)2026/06/1663350.0%
リヒター2 (Rank 23)2026/06/1542250.0%
NEKOz (Rank 24)2026/06/1341325.0%
ぽん (Rank 27)2026/06/1231233.3%
MATSUNAGAAKIRA.REBOOT (Rank 25)2026/06/1231233.3%
委員ちょ (Rank 21)2026/06/12440100.0%
fazz00r (Rank 26)2026/06/122020.0%
ケツからとうもろこし (Rank 28)2026/06/102020.0%
壱色淸淨 (Rank 26)2026/06/092020.0%
omuretukun (Rank 21)2026/06/062014670.0%
ルビーロマン葵 (Rank 25)2026/06/062020.0%
kouchant0051 (Rank 21)2026/06/05109190.0%
GWO (Rank 24)2026/06/0532166.7%
hitokabe2003 (Rank 21)2026/06/0332166.7%
え~る (Rank 25)2026/05/3142250.0%
しゅが~nsr (Rank 21)2026/05/07220100.0%
brutalokina (Rank 23)2026/04/25220100.0%
TOMORV (Rank 25)2026/04/2431233.3%
あなたのかみさま (Rank 23)2026/04/2432166.7%
金田一の少年 (Rank 24)2026/04/212020.0%
造り酒屋の御曹司 (Rank 23)2026/04/2132166.7%

Round openings

Every character

guardG488.1%
forward movement into punchP447.5%
punchP416.9%
Dtee Sawk Dtrohng4P+K406.8%
backdash into evade up355.9%
crouch into Sit Jab2P315.2%
Ducking6P+K+G into Crush Knee KickK+G213.5%
backdash into Sway Back4P+K+G203.4%
backdash into Stop Kick4K193.2%
Elbow Hook6P162.7%
Middle Spin Kick66K142.4%
evade down into guardG122.0%
crouch dash forward into guardG91.5%
forward movement into crouch91.5%
backdash into Jaguar Tail2K+G81.4%

118 further openings account for the other 224 rounds.

Brad

Career
1,509–1,668 · 47.5%
This season
128 matches · 48.4%
Peak rank
26

First hit in 54.2% of 485 rounds. Won 52.5% of the rounds they struck first, 45.0% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

guardG428.3%
Dtee Sawk Dtrohng4P+K407.9%
punchP377.3%
forward movement into punchP367.1%
crouch into Sit Jab2P316.1%
Ducking6P+K+G into Crush Knee KickK+G214.2%
backdash into evade up214.2%
backdash into Sway Back4P+K+G204.0%
backdash into Stop Kick4K193.8%
Elbow Hook6P163.2%
Middle Spin Kick66K142.8%
evade down into guardG122.4%
crouch dash forward into guardG91.8%
backdash into Jaguar Tail2K+G81.6%
backdash into Ducking6P+K+G71.4%

92 further openings account for the other 173 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–8 · 50%6–2 · 75%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?

Eileen

Career
57–42 · 57.6%
This season
23 matches · 60.9%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1416.5%
forward movement into punchP89.4%
guardG67.1%
Douchu6P55.9%
Goku Senshin (Deflect)4P+K+G44.7%
punchP44.7%
Enkou Nyudou214P+K into Enkou ShutsudouP33.5%
backdash into Goku Senshin (Deflect)4P+K+G33.5%
backdash into Honshin Kousoutai3K+G33.5%
crouch into Fukushinshou2P33.5%
forward movement into crouch33.5%
backdash into Enkou Nyudou214P+K22.4%
backdash into Enkou RensouPP22.4%
backdash into Juji Kimensou4PP22.4%
backdash into throwP+G22.4%

20 further openings account for the other 21 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 (14 here; about 0.7 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: 0 of 14 tests hold up
  • Eileen: not tested (too few rounds)