VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

aisatu3

  • Akira
  • Sarah
  • Jeffry
  • Jacky
  • Lau
Career matches2,088
Career win rate56.1%
Round win rate53.2%
Peak rank35
Distinct opponents88
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1641 #1,089 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

Brad351,21567853755.8%
Jacky3134719415355.9%
Akira2821311110252.1%
Sarah29155946160.6%
Jeffry2981513063.0%
Dural—54302455.6%
Lau2623131056.5%

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

254 of 940 rounds counted

9.6 inputs a second (578 a minute) this season. Faster than 93% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.8587165
Brad9.355989

By opponent's character

Jacky9.25495
Kage9.355933
Aoi10.36164
Wolf10.160841
Akira10.66387
Goh10.06029
Brad9.154425
Eileen9.45658
Sarah9.757937
Vanessa10.160713
Lau9.758428
Pai9.355811
Lei Fei9.757914
Taka8.551313
Lion10.05996

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

Jacky24141058.3%-6.9
Kage24121250.0%+0.1
Aoi1910952.6%-3.0
Wolf1910952.6%-3.8
Akira1613381.2%+15.9
Goh1612475.0%+13.8
Brad158753.3%-14.2
Eileen136746.1%-15.7
Sarah136746.1%-10.3
Vanessa139469.2%+19.7
Lau118372.7%+20.4
Pai105550.0%-0.4
Jean93633.3%-13.3
Jeffry96366.7%+8.0
Lei Fei62433.3%-22.4
Taka63350.0%-4.3
Lion41325.0%-26.9
Dural220100.0%+56.9
El Blaze21150.0%-1.6
Shun220100.0%+44.2

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

Half Fence39201951.3%-9.2
Open31211067.7%+12.4
Breakable Full Fence2516964.0%+14.4
Low Fence25101540.0%-20.8
Breakable Half Fence2291340.9%-15.3
Full Fence1715288.2%+27.7
Rectangle1611568.8%+7.2
Single Wall158753.3%-0.8
Octagon125741.7%-17.1
Full Fence and Open117463.6%+3.0

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13158.0%57.5%+0.5
No walls7154.9%56.9%-2.0

Walls against open: +2.5 points (95% range -11.7 to +16.7), p 0.729 — 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

Bob-Takkun (Rank 33)2026/07/0453260.0%
かえる (Rank 36)2026/07/0431233.3%
らうらう (Rank 36)2026/07/0452340.0%
lesser-pram7 (Rank 38)2026/06/2832166.7%
hayate (Rank 29)2026/05/2264266.7%
ばねばば (Rank 30)2026/05/2041325.0%
黒川イザナ (Rank 27)2026/05/2054180.0%
イイクルーン (Rank 35)2026/05/1753260.0%
菊の門 再び… (Rank 28)2026/05/1731233.3%
melty01 (Rank 26)2026/05/1431233.3%
いちまる1972 (Rank 29)2026/05/1264266.7%
windowkhs (Rank 25)2026/05/1254180.0%
ohtenki (Rank 29)2026/05/1161516.7%
PTAgui (Rank 28)2026/05/07440100.0%
まどか (Rank 21)2026/05/07440100.0%
さちばい (Rank 24)2026/05/0685362.5%
prestidigitator0 (Rank 26)2026/05/0653260.0%
nidone_55 (Rank 24)2026/05/0632166.7%
GreenJacky (Rank 30)2026/04/2432166.7%
ミト (Rank 31)2026/04/2385362.5%
spykin_ (Rank 29)2026/04/2352340.0%
negipy (Rank 29)2026/04/2231233.3%
ドクダミふぇーい// (Rank 23)2026/04/1231233.3%
guernica000 (Rank 23)2026/04/1286275.0%
nakachin30 (Rank 27)2026/04/0632166.7%

Round openings

Every character

backdash into evade up758.0%
crouch into Housui2P758.0%
backdash into evade down747.9%
Rimon Chouchu66P into forward dash697.3%
crouch into Squat Straight586.2%
backdash into Jouho Senshou46P323.4%
crouch dash back into guardG272.9%
crouch into Low Knuckle2P242.5%
Jouho Senshou46P into forward dash232.4%
punchP212.2%
Stiletto66K192.0%
forward dash into Jouho Touken6P171.8%
backdash into Sway Back4P+K+G131.4%
crouch dash back into evade down131.4%
forward movement into punchP131.4%

181 further openings account for the other 389 rounds.

Akira

Career
111–102 · 52.1%
This season
109 matches · 56.0%
Peak rank
28

First hit in 59.9% of 444 rounds. Won 55.3% of the rounds they struck first, 48.9% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 61.5% of rounds, against 32.4% in their other rounds.
  • In round 1: opens with “backdash into evade up” in 16.5% of rounds, against 6.5% in their other rounds.

How is this tested?

crouch into Housui2P7516.9%
Rimon Chouchu66P into forward dash6915.5%
backdash into evade up409.0%
backdash into evade down398.8%
backdash into Jouho Senshou46P327.2%
Jouho Senshou46P into forward dash235.2%
forward dash into Jouho Touken6P173.8%
Rimon Chouchu66P81.8%
forward dash into forward punch+kick6P+K81.8%
backdash into Chouzan Housui46P+K71.6%
backward movement into Jouho Senshou46P71.6%
backward movement into Jouho Touken6P61.4%
punchP into forward dash61.4%
crouch dash back into guardG51.1%
forward movement into punchP51.1%

60 further openings account for the other 98 rounds.

Sarah

Career
94–61 · 60.6%
This season
73 matches · 60.3%
Peak rank
29

First hit in 67.0% of 279 rounds. Won 59.4% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Squat Straight2P5519.4%
backdash into evade up279.5%
Stiletto66K196.7%
backdash into evade down196.7%
crouch dash back into guardG196.7%
punchP165.6%
Rising Elbow6P113.9%
crouch dash back into evade down72.5%
crouch dash back into punchP62.1%
forward movement into punchP62.1%
Rising Elbow6P into kickK51.8%
backdash into Storm Combination6P+KPK41.4%
Wind Knuckle6P+KP into Storm Combination6P+KPK31.1%
backdash into Crescent Heel4K+G31.1%
backdash into Switch Kick4K31.1%

61 further openings account for the other 81 rounds.

Brad

Career
678–537 · 55.8%
This season
22 matches · 54.5%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sway Back4P+K+G1314.6%
crouch into Sit Jab2P910.1%
Dtee Sawk Dtrohng4P+K77.9%
Middle Spin Kick66K55.6%
backdash into Stop Kick4K55.6%
backdash into evade down55.6%
backdash into evade up55.6%
Ducking6P+K+G into Sting BlowP+K44.5%
crouch dash forward into throw escape44.5%
punchP into forward dash33.4%
Ducking6P+K+G into Crush Knee KickK+G22.2%
Elbow Hook6P into forward dash22.2%
forward dash into Sharp Shoot1P22.2%
offensive move into crouch22.2%
offensive move into evade up22.2%

19 further openings account for the other 19 rounds.

Jeffry

Career
51–30 · 63.0%
This season
15 matches · 60.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Low Knuckle2P2436.9%
backdash into Double Hammer Down43P710.8%
Elbow Butt6P into Elbow Hammer6PP34.6%
backdash into guardG34.6%
backdash into punchP34.6%
Elbow Butt6P23.1%
Heavy Back Knuckle4P into Stomach Destroyer4PK23.1%
backdash into Toe Kick2K23.1%
crouch dash back into evade down23.1%
punchP23.1%
Elbow Butt6P into Heavy Back Knuckle4P11.5%
backdash11.5%
backdash into Knee Attack6K11.5%
backdash into evade down11.5%
backdash into evade up11.5%

10 further openings account for the other 10 rounds.

Jacky

Career
194–153 · 55.9%
This season
8 matches · 37.5%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Bil Jee6P+K618.2%
crouch into Squat Straight2P39.1%
Middle Smash6P26.1%
crouch dash back into evade down26.1%
forward dash into Low Spin Kick1K+G26.1%
forward movement into Jab StraightPP26.1%
Dash Hammer Kick66K13.0%
backdash into Beat & Back KnuckleP+KP13.0%
backdash into Rage Kick1PK13.0%
backdash into evade down13.0%
backdash into evade up13.0%
crouch dash back into Beat & Back KnuckleP+KP13.0%
crouch dash back into Beat KnuckleP+K13.0%
crouch dash back into Dash Hammer Kick66K13.0%
crouch dash back into High Angle Upper Kick6K13.0%

7 further openings account for the other 7 rounds.

Lau

Career
13–10 · 56.5%
This season
6 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down934.6%
crouch into Souchuken2P311.5%
Chugeki6P27.7%
Chugeki6P into forward dash27.7%
Kosoushou46P into forward dash13.9%
Souko Sensou66P+K13.9%
backdash into Kosoushou46P13.9%
backdash into Sako Soushou4P+K13.9%
backdash into evade up13.9%
backdash into punchP13.9%
crouch dash back into guardG13.9%
crouch into Senchutai3K13.9%
crouch into Senkyaku Chushou3KP13.9%
forward movement into punchP13.9%

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 (15 here; about 0.8 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

  • Akira: 2 of 15 tests hold up
  • Sarah: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Lau: not tested (too few rounds)