VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

사비타

  • Eileen
Career matches5,240
Career win rate52.7%
Round win rate52.4%
Peak rank33
Distinct opponents147
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1642 #1,081 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

Brad333,8251,9631,86251.3%
Akira—93150442754.1%
Eileen2931717813956.1%
Jean—1671184970.7%

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

660 of 1,188 rounds counted

10.0 inputs a second (600 a minute) this season. Faster than 95% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen10.261496
Brad10.0598564

By opponent's character

Akira10.663848
Wolf10.663666
Goh9.858927
Pai9.657762
Jacky10.160434
Kage9.456673
Jeffry10.160743
Brad9.758027
Sarah10.361829
El Blaze9.758151
Lau10.059957
Shun9.255534
Lion10.864920
Aoi10.563225
Jean10.462625
Lei Fei10.36219
Vanessa9.758120
Eileen10.06025
Dural10.26105

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

Akira33181554.5%+1.6
Wolf31171454.8%-1.7
Goh25121348.0%-4.7
Pai24121250.0%-5.1
Jacky2213959.1%+5.2
Kage189950.0%+0.7
Jeffry178947.1%-8.6
Brad169756.2%+2.7
Sarah1610662.5%+4.9
El Blaze159660.0%+12.5
Lau157846.7%-0.7
Shun138561.5%+14.1
Lion125741.7%-12.0
Aoi116554.5%+7.3
Jean93633.3%-20.2
Lei Fei54180.0%+20.0
Vanessa51420.0%-24.2
Eileen21150.0%-1.5
Dural110100.0%+43.5

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

Open3728975.7%+24.9
Breakable Half Fence35201557.1%+2.9
Rectangle35181751.4%-1.0
Octagon31171454.8%+0.4
Breakable Full Fence26131350.0%-2.9
Low Fence26131350.0%-0.8
Half Fence23121152.2%+2.7
Full Fence and Open21101147.6%-4.2
Full Fence2071335.0%-22.0
Single Wall1881044.4%-7.8

1 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls17051.2%53.3%-2.1
No walls8160.5%52.4%+8.1

Walls against open: -10.2 points (95% range -24.1 to +3.7), p 0.152 — 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

JOHNFLOE (Rank 30)2026/09/2532166.7%
nassy-0106 (Rank 34)2026/09/16440100.0%
ぼっさん (Rank 35)2026/09/163030.0%
のみ (Rank 33)2026/07/144040.0%
icepiccck (Rank 33)2026/07/1463350.0%
migu_garden (Rank 34)2026/07/0832166.7%
jackgnhang (Rank 29)2026/07/0643175.0%
FreddieKing (Rank 34)2026/07/063030.0%
sharp_0303 (Rank 33)2026/07/06330100.0%
LEEGOSEGA (Rank 34)2026/07/0662433.3%
ぁ     やごろ (Rank 35)2026/07/0652340.0%
雷電 (Rank 29)2026/06/30330100.0%
nana-ushi (Rank 34)2026/06/3031233.3%
たつやX (Rank 27)2026/06/2953260.0%
IIOld2Play (Rank 29)2026/06/2961516.7%
拳四郎 (Rank 34)2026/06/2931233.3%
orz (Rank 30)2026/06/2154180.0%
こて (Rank 26)2026/05/1642250.0%
NO-NAMENANASI774 (Rank 27)2026/05/14330100.0%
Agito (Rank 25)2026/05/1232166.7%
anche47 (Rank 28)2026/05/1132166.7%
elf4sale (Rank 26)2026/05/11107370.0%
osaka_mouko4649 (Rank 24)2026/05/0832166.7%
GaaMANジール (Rank 25)2026/05/0831233.3%
Akama-HALO (Rank 26)2026/05/066060.0%

Round openings

Every character

crouch dash back into guardG18315.4%
backdash into evade down14312.0%
backdash into evade up857.2%
crouch dash back into punchP524.4%
crouch dash back into throw escape403.4%
Hikou Senshi66K into Hikou Niki6K393.3%
Ducking6P+K+G into Crush Knee KickK+G272.3%
backdash into punchP262.2%
crouch dash back into forward dash262.2%
crouch dash forward into guardG262.2%
backdash into Enkou Kenka46P242.0%
forward dash into Sharp Shoot1P242.0%
evade down into guardG231.9%
crouch dash back into backdash191.6%
crouch dash back into Fukushinshou2P171.4%

171 further openings account for the other 434 rounds.

Eileen

Career
178–139 · 56.1%
This season
151 matches · 53.0%
Peak rank
29

First hit in 56.2% of 619 rounds. Won 57.2% of the rounds they struck first, 47.6% of the rounds they were struck first.

Significant Tells

  • After winning a round: attacks straight away in 20.1% of rounds, against 4.5% after losing one.
  • Against Akira: opens with “backdash into evade down” in 31.3% of rounds, against 14.9% against everyone else.
  • After opening the round before with “backdash into evade down”: opens with “backdash into evade down” in 42.5% of rounds, against 9.4% after anything else.

How is this tested?

backdash into evade down10917.5%
crouch dash back into guardG6810.9%
backdash into evade up569.0%
Hikou Senshi66K into Hikou Niki6K396.3%
crouch dash back into punchP264.2%
backdash into Enkou Kenka46P243.9%
crouch dash back into Fukushinshou2P172.7%
backdash into punchP152.4%
Hikou Senshi66K132.1%
crouch dash back into backdash111.8%
crouch dash back into forward dash111.8%
forward dash into Enkou Toutou3P+K101.6%
crouch dash back into Enkou RensouPP91.4%
backdash into throwP+G81.3%
backward movement into evade down81.3%

102 further openings account for the other 198 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira6–7 · 46%6–2 · 75%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?

Brad

Career
1,963–1,862 · 51.3%
This season
139 matches · 52.5%
Peak rank
33

First hit in 53.3% of 565 rounds. Won 51.5% of the rounds they struck first, 52.3% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

crouch dash back into guardG11520.3%
backdash into evade down346.0%
crouch dash back into throw escape346.0%
backdash into evade up295.1%
Ducking6P+K+G into Crush Knee KickK+G274.8%
crouch dash back into punchP264.6%
forward dash into Sharp Shoot1P244.2%
crouch dash forward into guardG203.5%
crouch dash back into forward dash152.6%
evade down into guardG152.6%
crouch dash back into Stop Kick4K142.5%
crouch dash back into Sit Jab2P122.1%
backdash into punchP111.9%
backdash into throwP+G81.4%
crouch dash back into backdash81.4%

80 further openings account for the other 174 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 (30 here; about 1.5 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

  • Eileen: 3 of 15 tests hold up
  • Brad: 0 of 15 tests hold up