VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

EverlastingFGC

  • Jeffry
  • Sarah
  • Taka
  • Lion
Career matches3,928
Career win rate55.4%
Round win rate55.4%
Peak rank33
Distinct opponents100
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1597 #1,371 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

Brad331,9761,08189554.7%
Jeffry311,03858845056.6%
Lion3258133025156.8%
Sarah2928115212954.1%
Taka2752232944.2%

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

1,680 of 2,073 rounds counted

8.4 inputs a second (504 a minute) this season. Faster than 78% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad8.4503958
Jeffry8.2493169
Sarah8.2490346
Taka9.1546207

By opponent's character

Akira8.6517349
Pai8.4502314
Jacky8.5512105
Sarah8.550865
Shun7.645891
Goh8.4503109
Lion8.048293
Jean8.349885
Jeffry7.947568
Wolf8.450451
Brad8.148756
Dural8.450662
Kage8.852651
Lau8.349840
Aoi8.249032
Eileen8.852834
El Blaze8.853028
Taka11.871018
Lei Fei8.249427
Vanessa9.55702

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

Akira113704362.0%+15.8
Pai77532468.8%+0.1
Jacky43241955.8%+1.9
Sarah35231265.7%+10.0
Shun34191555.9%+2.3
Goh32221068.8%-6.0
Lion3062420.0%-20.5
Jean2315865.2%-9.7
Jeffry2315865.2%+3.4
Wolf2011955.0%-8.1
Brad1861233.3%-17.1
Dural1771041.2%-10.5
Kage156940.0%-8.3
Lau1210283.3%+10.8
Aoi114736.4%-15.0
Eileen10100100.0%+13.0
El Blaze98188.9%-0.4
Taka82625.0%-44.5
Lei Fei75271.4%+19.2
Vanessa31233.3%-38.5

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.

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 Fence71442762.0%-1.7
Single Wall63392461.9%+3.5
Rectangle61402165.6%+6.8
Breakable Full Fence56371966.1%+8.3
Open54342063.0%+8.3
Low Fence52213140.4%-18.7
Full Fence46212545.6%-15.1
Octagon40291172.5%+10.2
Half Fence37201754.0%+3.8
Full Fence and Open189950.0%-13.9

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls31161.4%59.6%+1.8
No walls16955.6%57.3%-1.6

Walls against open: +3.4 points (95% range -6.3 to +13.2), p 0.491 — 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

Denki04 (Rank 36)2026/09/1682625.0%
Smashquatch (Rank 32)2026/09/1642301271.4%
jubbjubb767Europe (Rank 27)2026/09/1671614.3%
Rodryu (Rank 37)2026/09/13148657.1%
nadol90 (Rank 36)2026/09/132314960.9%
NaughtNaught (Rank 31)2026/09/13148657.1%
luckystrike (Rank 29)2026/09/131914573.7%
Drawn_ (Rank 29)2026/09/12119281.8%
brogasaurusrex (Rank 32)2026/09/122115671.4%
Kamille★結城武館 (Rank 45)2026/08/292652119.2%
Akumasama (Rank 34)2026/08/2971614.3%
skywalkeR78081 (Rank 23)2026/08/2976185.7%
OldschoolSektor (Rank 28)2026/08/2875271.4%
Onpwnage (Rank 34)2026/07/31126650.0%
Taro_Pietro (Rank 26)2026/07/311714382.3%
speedymat (Rank 27)2026/07/281612475.0%
GOMVPGO (Rank 31)2026/07/2784450.0%
Citywolf (Rank 34)2026/07/27113827.3%
EVRA (Rank 37)2026/07/2782625.0%
Saago_65 (Rank 32)2026/07/27126650.0%
CKT_AZYG4LYFE (Rank 29)2026/06/1924101441.7%
RickoSama (Rank 22)2026/06/1511110100.0%
Rayne (Rank 42)2026/05/128080.0%
HighwindC (Rank 30)2026/04/1084450.0%
ZOON (Rank 26)2026/04/1076185.7%

Round openings

Every character

punchP22210.6%
crouch into Destruction Body3P+K1497.1%
backdash into guardG1235.9%
forward movement into punchP1024.9%
punchP into crouch462.2%
crouch into Low Knuckle2P391.9%
Kao Loy6K+G371.8%
crouch into Sit Jab2P351.7%
Spine Whip4P into Lumpini Combination4PK321.5%
backdash into Jackal Straight46P+K321.5%
Knee Attack6K311.5%
crouch into Double Upper3PP311.5%
crouch into Sharp Shoot1P311.5%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK251.2%
punchP into forward dash241.1%

362 further openings account for the other 1,127 rounds.

Brad

Career
1,081–895 · 54.7%
This season
246 matches · 58.9%
Peak rank
33

First hit in 54.9% of 954 rounds. Won 59.5% of the rounds they struck first, 51.2% of the rounds they were struck first.

Significant Tells

  • In round 2: opens with “crouch into 3P+K Destruction Body” in 21.5% of rounds, against 13.5% in their other rounds.

How is this tested?

crouch into Destruction Body3P+K14915.6%
punchP788.1%
backdash into guardG646.7%
Kao Loy6K+G373.9%
crouch into Sit Jab2P353.6%
forward movement into punchP333.4%
Spine Whip4P into Lumpini Combination4PK323.3%
backdash into Jackal Straight46P+K323.3%
crouch into Sharp Shoot1P313.2%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK252.6%
Shovel Hook2P+K into Shovel Hook Double2P+KP181.9%
crouch into Middle Kick3K171.8%
Double Knee Solo9K161.7%
Jolt Upper3P into Jolt Upper~Spin Kick3PK161.7%
punchP into crouch161.7%

132 further openings account for the other 359 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Pai15–2 · 88%10–7 · 59%too few to test
Akira21–6 · 78%6–3 · 67%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?

Jeffry

Career
588–450 · 56.6%
This season
95 matches · 56.8%
Peak rank
31

First hit in 62.6% of 369 rounds. Won 58.0% of the rounds they struck first, 49.3% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

punchP4913.2%
crouch into Low Knuckle2P3910.5%
Knee Attack6K318.4%
crouch into Double Upper3PP318.4%
crouch into Ducking Low2K+G215.7%
Elbow Butt6P into Elbow Hammer6PP154.0%
punchP into crouch143.8%
backdash into guardG133.5%
forward movement into punchP113.0%
Body CrushP+K102.7%
backdash into Tsunami Beat3K+G92.4%
backdash into Knee Attack6K82.2%
punchP into forward dash82.2%
backdash61.6%
backdash into Dash Elbow66P51.4%

58 further openings account for the other 100 rounds.

Sarah

Career
152–129 · 54.1%
This season
95 matches · 62.1%
Peak rank
29

First hit in 55.6% of 340 rounds. Won 65.6% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

punchP3610.1%
backdash into guardG287.8%
Snap Side Chop3P into Setup Combination3PK236.4%
forward movement into punchP236.4%
crouch into Serpent Toe Kick2P+K205.6%
backdash into Dragon Smash Cannon1K92.5%
crouch into Long Snap Side Chop3P+K82.2%
punchP into crouch82.2%
punchP into evade down72.0%
backdash into Serpent Toe Kick2P+K61.7%
forward dash into Dragon Smash Cannon1K61.7%
backdash into evade down51.4%
backdash into throw escape51.4%
crouch into Dragon Smash Cannon1K51.4%
no input51.4%

95 further openings account for the other 164 rounds.

Taka

Career
23–29 · 44.2%
This season
53 matches · 43.4%
Peak rank
27

First hit in 56.6% of 203 rounds. Won 50.4% of the rounds they struck first, 46.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP3918.8%
forward movement into punchP157.2%
crouch into Shita Harite2P125.8%
backdash into guardG115.3%
punchP into backdash94.3%
punchP into forward dash94.3%
Gozougeri4K into Gozou Kehataki4KP62.9%
Marutahiza6K52.4%
punchP into Aka'oni MidaremageP+K41.9%
punchP into Kumoyaburi4P+K41.9%
punchP into Takatsumehashi3P+K41.9%
punchP into crouch41.9%
Chu Tsuppari6P+K31.4%
Hiji'ate6P31.4%
KaminaridaikoK+G into Kaminaridaiko Hasami'uchiK+GP31.4%

51 further openings account for the other 76 rounds.

Lion

Career
330–251 · 56.8%
This season
51 matches · 70.6%
Peak rank
32

First hit in 58.6% of 186 rounds. Won 63.3% of the rounds they struck first, 57.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Katousui2P2311.9%
Juchou Senshou8P+K into throw escape2211.4%
forward movement into punchP2010.4%
punchP2010.4%
Banchu6P into Banchu Renkanshu6PP105.2%
backdash into guardG73.6%
crouch into Senkyutai1K73.6%
backdash into Tougeki Rensui1PP63.1%
crouch into Rakugekishou3PP52.6%
Sen'inshou3P into Rakugekishou3PP42.1%
backdash into Senshippo66P42.1%
punchP into crouch42.1%
Senputai8K into Katoutai8KK31.6%
punchP into forward dash31.6%
Banchu6P21.0%

46 further openings account for the other 53 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 (40 here; about 2.0 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: 1 of 15 tests hold up
  • Jeffry: 0 of 14 tests hold up
  • Sarah: 0 of 11 tests hold up
  • Taka: not tested (too few rounds)
  • Lion: not tested (too few rounds)