VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

キルア

Career matches8,860
Career win rate53.5%
Round win rate53.1%
Peak rank43
Distinct opponents164
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1983 #45 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

Brad438,8604,7434,11753.5%

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

2,210 of 2,977 rounds counted

8.9 inputs a second (532 a minute) this season. Faster than 85% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad8.95322,210

By opponent's character

Akira9.2551278
El Blaze8.9533253
Lau8.8531192
Kage8.8527158
Vanessa8.1486132
Wolf8.9534140
Brad9.2549135
Jacky9.3557110
Aoi8.852890
Lion8.8528141
Shun9.0540112
Lei Fei9.054248
Taka8.350088
Sarah8.752478
Eileen8.651542
Pai8.852665
Jeffry8.953760
Goh8.953433
Jean8.852755

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

Akira82523063.4%+9.3
El Blaze64283643.8%-8.8
Lau61293247.5%-7.8
Kage55292652.7%-5.0
Vanessa46252154.4%-5.7
Wolf46291763.0%+5.8
Brad44232152.3%-1.9
Jacky41182343.9%-12.5
Aoi39211853.9%-3.0
Lion39281171.8%+22.7
Shun36181850.0%-10.1
Lei Fei32161650.0%+2.6
Taka31151648.4%-9.1
Sarah26151157.7%-1.1
Eileen25151060.0%+5.4
Pai2115671.4%+12.8
Jeffry1614287.5%+22.2
Goh157846.7%-7.7
Jean1512380.0%+20.4

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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

Full Fence86543262.8%+8.4
Single Wall83453854.2%-1.1
Breakable Full Fence81562569.1%+14.7
Half Fence72324044.4%-13.9
Rectangle72373551.4%-4.0
Low Fence70353550.0%-7.7
Open65402561.5%+4.8
Breakable Half Fence63323150.8%-4.1
Octagon58312753.5%-0.6
Full Fence and Open34201458.8%-0.1

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
Walls43256.0%55.4%+0.6
No walls21855.0%56.4%-1.3

Walls against open: +1.9 points (95% range -6.0 to +9.9), p 0.635 — 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

ス~パ~オヤツマ~ン (Rank 43)2026/10/1682625.0%
めがじぇね (Rank 43)2026/10/16116554.5%
ミスプロ狼@tenrishoko (Rank 41)2026/10/061812666.7%
H-CUBE 駅まえ (Rank 44)2026/09/28104640.0%
乱世の奸雄 (Rank 40)2026/09/171611568.8%
灘琉豪/HSA (Rank 43)2026/09/17103730.0%
ひかる (Rank 40)2026/09/1784450.0%
おさげ (Rank 43)2026/09/1782625.0%
ATTIME (Rank 40)2026/09/17114736.4%
hatarakedo_tagayasedo... (Rank 41)2026/09/12179852.9%
せろり☆ (Rank 44)2026/09/08102820.0%
たまつばき (Rank 42)2026/09/07137653.9%
堂島様 (Rank 43)2026/09/062112957.1%
使われジュニア。 (Rank 44)2026/09/06117463.6%
愛蒔らぶり (Rank 41)2026/09/03137653.9%
manatsu_7 (Rank 42)2026/08/311651131.2%
okinawa_39 (Rank 40)2026/08/2385362.5%
中四国ウルフ (Rank 41)2026/08/17149564.3%
gucchi_1222 (Rank 42)2026/07/28119281.8%
いくお (Rank 42)2026/07/2837152240.5%
ちゃあ (Rank 38)2026/07/22106460.0%
こんにちわアキラ (Rank 43)2026/06/2994544.4%
班 長 (Rank 40)2026/06/18137653.9%
Tokkovanessa_VF (Rank 41)2026/06/09106460.0%
おかし (Rank 42)2026/06/07159660.0%

Round openings

Brad

Career
4,743–4,117 · 53.5%
This season
734 matches · 55.7%
Peak rank
43

First hit in 51.8% of 2,763 rounds. Won 55.8% of the rounds they struck first, 49.5% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 39.8% of rounds, against 23.7% in their other rounds.
  • Against El Blaze: backs off first in 42.9% of rounds, against 26.1% against everyone else.
  • On Open stages: waits first in 8.2% of rounds, against 4.0% on the other stages.
  • After opening the round before by evading: evades first in 14.8% of rounds, against 9.4% after anything else.
  • After winning a round: attacks straight away in 29.0% of rounds, against 18.3% after losing one.
  • When ahead: attacks straight away in 28.9% of rounds, against 22.5% when level or behind.
  • In round 2: opens with “crouch into 2P Sit Jab” in 6.8% of rounds, against 3.2% in their other rounds.
  • Against Sarah: opens with “backdash into 4K Stop Kick” in 27.1% of rounds, against 7.0% against everyone else.
  • On Open stages: opens with “crouch into 2P Sit Jab” in 7.8% of rounds, against 3.6% on the other stages.

How is this tested?

backdash into Stop Kick4K2177.8%
forward movement into punchP1314.7%
crouch into Sit Jab2P1134.1%
forward movement into Jab StraightPP1124.0%
crouch dash forward into forward movement903.2%
crouch dash forward into Elbow Hook6P893.2%
Jackal Straight46P+K883.2%
backdash into Turn Savate44K823.0%
Ducking6P+K+G into Crush Knee KickK+G752.7%
crouch dash forward into throw escape652.3%
Dtee Sawk Dtrohng4P+K592.1%
backdash into evade down592.1%
Middle Spin Kick66K582.1%
Turn Savate44K562.0%
Sway Back4P+K+G into Mighty Knee UpperK531.9%

220 further openings account for the other 1,430 rounds.

Counted from 683 of the 734 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
Akira28–14 · 67%12–10 · 55%too few to test
El Blaze19–23 · 45%5–10 · 33%too few to test
Lau17–20 · 46%6–9 · 40%too few to test
Kage19–19 · 50%6–1 · 86%too few to test
Wolf21–11 · 66%3–2 · 60%too few to test
Brad11–10 · 52%9–10 · 47%too few to test
Vanessa13–12 · 52%8–6 · 57%too few to test
Jacky7–11 · 39%6–5 · 55%too few to test
Aoi14–9 · 61%4–4 · 50%too few to test
Lion9–4 · 69%11–6 · 65%too few to test
Shun9–10 · 47%7–7 · 50%too few to test
Taka10–10 · 50%1–4 · 20%too few to test
Lei Fei7–8 · 47%5–4 · 56%too few to test
Sarah8–7 · 53%7–4 · 64%too few to test
Eileen9–2 · 82%4–4 · 50%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.

51 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 (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: 9 of 17 tests hold up