VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

hatarakedo_tagayasedo...

  • Wolf
Career matches6,783
Career win rate57.0%
Round win rate53.7%
Peak rank43
Distinct opponents199
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1952 #74 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

Brad436,7093,8212,88857.0%
Wolf3558382065.5%
Pai—169756.2%

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

3,240 of 4,029 rounds counted

10.8 inputs a second (645 a minute) this season. Faster than 98% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad10.86453,180
Wolf10.361660

By opponent's character

Akira10.8646437
Kage10.8646382
Lion10.6633273
Jacky11.3679279
Lau10.7642234
Brad10.8647219
Shun10.6637107
Vanessa10.5632176
El Blaze10.7644139
Wolf11.0660109
Pai10.7641128
Sarah10.7644150
Aoi10.4625131
Jeffry10.7641134
Goh10.965282
Taka10.462494
Eileen10.563151
Lei Fei10.663571
Jean10.965744

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

Akira130666450.8%-1.5
Kage106545250.9%-6.4
Lion86483855.8%+0.2
Jacky85483756.5%+0.1
Lau75403553.3%-1.4
Brad67392858.2%+7.8
Shun54351964.8%+1.0
Vanessa51302158.8%-2.3
El Blaze45252055.6%-2.5
Wolf41261563.4%+6.2
Pai37201754.0%-5.8
Sarah37231462.2%-2.3
Aoi35191654.3%-5.1
Jeffry35241168.6%+10.2
Goh2721677.8%+22.0
Taka25111444.0%-12.7
Eileen22121054.5%-6.1
Lei Fei1911857.9%+5.4
Jean1511473.3%+12.0

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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

Octagon122685455.7%-2.7
Open109585153.2%-2.3
Breakable Full Fence108664261.1%+4.7
Rectangle101594258.4%+3.0
Breakable Half Fence99613861.6%+3.3
Full Fence98475148.0%-9.2
Single Wall92454748.9%-6.2
Half Fence83473656.6%+0.1
Low Fence81503161.7%+4.8
Full Fence and Open48282058.3%+0.7

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
Walls61157.0%57.1%-0.1
No walls28254.3%55.6%-1.4

Walls against open: +1.2 points (95% range -5.8 to +8.2), p 0.732 — 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

ハマラウ (Rank 42)2026/10/171991047.4%
亜希 (Rank 44)2026/10/15116554.5%
k-wofs (Rank 42)2026/10/15119281.8%
せろり☆ (Rank 44)2026/10/151921710.5%
めっちゃセコいラウ (Rank 40)2026/10/151510566.7%
弐代目JA&れんじぃPA (Rank 42)2026/10/10117463.6%
藤の花 (Rank 41)2026/10/04156940.0%
sutesute777 (Rank 39)2026/10/041712570.6%
CrossGorgonzola (Rank 43)2026/09/18112918.2%
ダンプよっし~2.0 (Rank 39)2026/09/181312192.3%
藪からBOY (Rank 41)2026/09/18159660.0%
ミスプロ狼@tenrishoko (Rank 41)2026/09/18138561.5%
つがさん (Rank 41)2026/09/18147750.0%
キルア (Rank 43)2026/09/12178947.1%
エンたん (Rank 44)2026/09/0636171947.2%
manatsu_7 (Rank 43)2026/09/06157846.7%
虎熊 (Rank 42)2026/09/062691734.6%
おさげ (Rank 43)2026/09/03135838.5%
うるヲ参拾 (Rank 39)2026/09/031912763.2%
村長~災禍の中心~ (Rank 39)2026/08/222013765.0%
tu-kun0223 (Rank 41)2026/08/05128466.7%
おろち ぽっぽ (Rank 43)2026/08/05148657.1%
めがじぇね (Rank 41)2026/08/05147750.0%
いくお (Rank 42)2026/07/19125741.7%
おかし (Rank 41)2026/07/02168850.0%

Round openings

Every character

backdash into evade up3178.6%
forward movement into punchP1935.2%
backdash into evade down1303.5%
backdash into Stop Kick4K1233.3%
evade down into forward dash1103.0%
crouch dash forward into guardG1082.9%
crouch into Sit Jab2P1002.7%
backdash into Sway Back4P+K+G922.5%
evade down into Elbow Hook6P752.0%
backdash into guardG732.0%
Middle Spin Kick66K into Ten Kao6K711.9%
crouch into down-back kick1K631.7%
Elbow Hook6P621.7%
backdash into Double Strike2KK621.7%
crouch dash forward into throw escape581.6%

365 further openings account for the other 2,060 rounds.

Counted from 907 of the 992 matches played. The rest were not pulled for openings.

Brad

Career
3,821–2,888 · 57.0%
This season
977 matches · 56.8%
Peak rank
43

First hit in 47.2% of 3,602 rounds. Won 56.9% of the rounds they struck first, 51.0% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 46.5% of rounds, against 36.1% in their other rounds.
  • Against Lau: evades first in 21.8% of rounds, against 13.8% against everyone else.
  • In round 4 or later: opens with “forward movement into P punch” in 7.1% of rounds, against 4.6% in their other rounds.
  • Against Lau: opens with “evade down into forward dash” in 7.6% of rounds, against 2.6% against everyone else.
  • After losing a round: opens with “backdash into evade up” in 12.7% of rounds, against 4.5% after winning one.
  • When behind: opens with “backdash into evade up” in 12.1% of rounds, against 6.2% when ahead or level.

How is this tested?

backdash into evade up3118.6%
forward movement into punchP1915.2%
backdash into evade down1253.4%
backdash into Stop Kick4K1233.4%
evade down into forward dash1103.0%
crouch dash forward into guardG1062.9%
crouch into Sit Jab2P1002.8%
backdash into Sway Back4P+K+G922.5%
evade down into Elbow Hook6P752.1%
Middle Spin Kick66K into Ten Kao6K711.9%
backdash into guardG711.9%
crouch into down-back kick1K631.7%
Elbow Hook6P621.7%
backdash into Double Strike2KK621.7%
crouch dash forward into throw escape581.6%

350 further openings account for the other 2,017 rounds.

Counted from 892 of the 977 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
Akira33–30 · 52%16–20 · 44%+5.9
Kage35–34 · 51%10–8 · 56%too few to test
Jacky24–18 · 57%11–11 · 50%too few to test
Lion27–21 · 56%9–9 · 50%too few to test
Lau27–20 · 57%8–12 · 40%too few to test
Brad18–12 · 60%12–10 · 55%too few to test
Shun25–13 · 66%7–5 · 58%too few to test
Vanessa20–10 · 67%4–7 · 36%too few to test
El Blaze14–14 · 50%5–2 · 71%too few to test
Wolf12–12 · 50%12–3 · 80%too few to test
Jeffry12–9 · 57%9–2 · 82%too few to test
Aoi10–9 · 53%3–5 · 38%too few to test
Pai13–11 · 54%4–1 · 80%too few to test
Sarah10–7 · 59%9–5 · 64%too few to test
Goh14–3 · 82%7–3 · 70%too few to test
Taka2–6 · 25%3–7 · 30%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.

85 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?

Wolf

Career
38–20 · 65.5%
This season
15 matches · 53.3%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Arrow Knuckle3P813.3%
backdash into evade up610.0%
backdash into evade down58.3%
Screw Hook63214P into Screw Lariat63214PP46.7%
Low Hammer2P35.0%
crouch into Low Hammer2P35.0%
Arrow Knuckle3P into guardG23.3%
backdash into guardG23.3%
crouch dash forward into evade down23.3%
crouch dash forward into guardG23.3%
evade down into guardG23.3%
forward movement into punchP23.3%
Heavy Middle Kick3K+G into Death ScytheK+G11.7%
Low Drop Kick62K into kickK11.7%
Low Hammer2P into forward dash11.7%

16 further openings account for the other 16 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 (17 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: 6 of 17 tests hold up
  • Wolf: not tested (too few rounds)