VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Brad

けけみや

Career matches3,448
Career win rate47.9%
Round win rate47.1%
Peak rank27
Distinct opponents154
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1325 #3,025 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

Brad273,4481,6531,79547.9%

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

1,906 of 1,907 rounds counted

5.8 inputs a second (346 a minute) this season. Faster than 13% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad5.83461,906

By opponent's character

Aoi5.6337270
Akira5.8345256
Jacky5.8350170
Wolf6.0357166
Sarah5.6336160
Goh5.9357112
Shun6.0359124
Jeffry5.9356106
Kage5.432477
El Blaze5.734371
Jean5.935270
Lau5.633463
Lei Fei5.633464
Eileen5.532843
Pai5.935338
Lion6.036032
Taka5.633928
Vanessa5.834635
Brad6.539121

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

Aoi67333449.2%-2.6
Akira63283544.4%-6.0
Jacky42172540.5%-3.1
Wolf42172540.5%-11.4
Sarah41192246.3%+1.7
Goh29151451.7%+5.7
Shun29101934.5%+1.8
Jeffry26101638.5%-16.2
Kage20101050.0%+3.6
El Blaze1714382.3%+39.4
Jean168850.0%+0.9
Lau1661037.5%-9.2
Lei Fei167943.8%-9.6
Eileen116554.5%+14.4
Pai105550.0%+9.3
Lion87187.5%+44.7
Taka8080.0%-29.0
Vanessa86275.0%+38.5
Brad53260.0%+10.6

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 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

Breakable Full Fence56203635.7%-12.0
Open56243242.9%-1.5
Low Fence53223141.5%-5.7
Octagon48212743.8%+0.7
Rectangle48232547.9%+0.1
Single Wall48242450.0%+5.2
Breakable Half Fence41231856.1%+12.4
Half Fence37181948.6%+3.5
Full Fence35201557.1%+7.5
Full Fence and Open35142140.0%-15.3

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
Walls26547.2%46.2%+1.0
No walls15744.6%45.3%-0.7

Walls against open: +1.7 points (95% range -8.1 to +11.6), p 0.730 — 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

カプリッチョ (Rank 26)2026/10/182113861.9%
μ (Rank 26)2026/10/1853260.0%
入れ込むかもしれない (Rank 30)2026/10/1853260.0%
金田一の少年 (Rank 27)2026/10/1552340.0%
bonbon (Rank 27)2026/10/1373442.9%
HaseMasa (Rank 27)2026/10/1297277.8%
gimoring (Rank 29)2026/09/2982625.0%
けつ毛バーガーking (Rank 25)2026/09/1695455.6%
M&E (Rank 23)2026/09/1662433.3%
VF5入門者 (Rank 30)2026/09/1663350.0%
はげまん (Rank 27)2026/09/1673442.9%
추뉴비 (Rank 26)2026/09/1554180.0%
紫荆一头牛 (Rank 24)2026/09/1451420.0%
tamaneen (Rank 25)2026/09/1253260.0%
どろパイ (Rank 30)2026/09/1152340.0%
orz (Rank 29)2026/09/0586275.0%
CHASER (Rank 23)2026/09/0584450.0%
Jyuryoku_Eileen (Rank 27)2026/09/03116554.5%
omuretukun (Rank 23)2026/08/3053260.0%
けいすけ新宿 (Rank 24)2026/08/2952340.0%
hijunglove (Rank 21)2026/08/2375271.4%
kimxxxtt (Rank 24)2026/08/2294544.4%
allgonnaworkout (Rank 27)2026/07/2551420.0%
しゅうまい (Rank 24)2026/07/21114736.4%
ごり押しさん (Rank 18)2026/07/2051420.0%

Round openings

Brad

Career
1,653–1,795 · 47.9%
This season
474 matches · 46.6%
Peak rank
27

First hit in 48.0% of 1,630 rounds. Won 49.8% of the rounds they struck first, 45.7% of the rounds they were struck first.

Significant Tells

  • Against Akira: backs off first in 58.6% of rounds, against 42.5% against everyone else.
  • After losing a round: attacks straight away in 48.2% of rounds, against 31.7% after winning one.
  • When ahead: backs off first in 51.0% of rounds, against 41.4% when level or behind.
  • After landing the first hit of the round before: waits first in 6.4% of rounds, against 2.1% after being hit first.
  • Against Jeffry: opens with “backdash into evade up” in 17.0% of rounds, against 6.3% against everyone else.
  • On Half Fence stages: opens with “66K Middle Spin Kick” in 18.2% of rounds, against 9.1% on the other stages.
  • After losing a round: opens with “66K Middle Spin Kick” in 14.4% of rounds, against 6.8% after winning one.
  • When behind: opens with “forward movement into P punch” in 8.1% of rounds, against 4.1% when ahead or level.

How is this tested?

Middle Spin Kick66K1629.9%
backdash into evade up1157.0%
backdash into Sway Back4P+K+G905.5%
forward movement into punchP865.2%
Jolt Upper3P into Jolt Upper~Spin Kick3PK613.7%
Sharp Shoot1P603.7%
Low Kick2K into Double Strike2KK593.6%
Spine Whip4P into Lumpini Combination4PK482.9%
backdash into Stop Kick4K472.9%
backdash into Shovel Hook Double2P+KP321.9%
Jolt Upper3P291.8%
guardG281.7%
Dtee Sawk Dtrohng4P+K241.5%
backdash231.4%
backdash into Sharp Shoot1P231.4%

208 further openings account for the other 750 rounds.

Counted from 406 of the 474 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
Aoi15–21 · 42%9–8 · 53%too few to test
Akira14–10 · 58%8–14 · 36%too few to test
Sarah9–14 · 39%9–5 · 64%too few to test
Jacky8–13 · 38%2–2 · 50%too few to test
Shun4–5 · 44%6–12 · 33%too few to test
Wolf6–10 · 38%3–5 · 38%too few to test
Goh9–8 · 53%4–4 · 50%too few to test
Jeffry8–9 · 47%2–3 · 40%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.

68 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?

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

  • Brad: 8 of 15 tests hold up