VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Brad

Siva-Duke

  • Jeffry
  • El Blaze
  • Lion
  • Aoi
  • Jean
  • Shun
  • Vanessa
  • Eileen
  • Kage
  • Jacky
  • Pai
  • Lau
  • Goh
  • Lei Fei
  • Sarah
Career matches7,203
Career win rate49.9%
Round win rate46.0%
Peak rank27
Distinct opponents233
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1291 #3,148 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

Brad273,1821,5181,66447.7%
Aoi2580240639650.6%
Kage2471532938646.0%
Vanessa2668935533451.5%
Jeffry2528514913652.3%
Lion2526814812055.2%
Eileen272321429061.2%
Wolf—1959310247.7%
El Blaze241821047857.1%
Pai251781017756.7%
Jean24138786056.5%
Shun24124646051.6%
Jacky2299495049.5%
Lau2256322457.1%
Sarah2127141351.9%
Goh2224131154.2%
Lei Fei2172528.6%

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

1,110 of 1,872 rounds counted

6.8 inputs a second (410 a minute) this season. Faster than 41% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad6.8408678
Jeffry6.639923
El Blaze5.633369
Lion6.841082
Aoi6.740345
Jean6.840654
Shun7.142861
Vanessa7.243017
Kage7.746426
Jacky8.048214
Pai7.645511
Lau8.350018
Goh8.04788
Sarah8.04774

By opponent's character

Akira0.31552
Aoi6.4387178
Wolf0.42464
Jacky7.545166
Jeffry7.545172
Lion7.8466113
Pai7.746389
Shun7.947382
Sarah6.740375
Goh8.450275
Jean7.947472
Lau7.645641
Kage7.142837
Brad6.841134
El Blaze6.840524
Taka7.746018
Vanessa7.34384
Lei Fei6.94139
Eileen0.7445

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

Akira792772.5%-51.0
Aoi65353053.9%+0.3
Wolf573545.3%-40.9
Jacky37231462.2%+18.9
Jeffry35221362.9%+18.9
Lion35231265.7%+19.4
Pai34231167.7%+23.8
Shun3226681.2%+36.3
Sarah28151353.6%+6.6
Goh26161061.5%+15.6
Jean2015575.0%+29.8
Lau2011955.0%+7.5
Kage1712570.6%+15.7
Brad148657.1%+6.5
El Blaze127558.3%+18.9
Taka74357.1%+9.1
Vanessa51420.0%-18.8
Lei Fei43175.0%+15.8
Eileen2020.0%-72.4

3 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 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

Octagon69323746.4%-0.2
Breakable Half Fence64293545.3%-0.1
Full Fence63263741.3%-8.7
Open56213537.5%-12.9
Breakable Full Fence48232547.9%+0.1
Rectangle48192939.6%-4.6
Half Fence46262056.5%+10.8
Single Wall46291763.0%+17.0
Low Fence42241857.1%+7.5
Full Fence and Open1971236.8%-2.8

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
Walls33845.9%46.6%-0.7
No walls14451.4%48.9%+2.5

Walls against open: -3.2 points (95% range -14.3 to +7.9), p 0.569 — 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

下P撃ち過ぎですか!? (Rank 26)2026/10/15179852.9%
金田一の少年 (Rank 27)2026/10/0562433.3%
Q (Rank 23)2026/10/0554180.0%
カプリッチョ (Rank 26)2026/10/0561516.7%
委員ちょ (Rank 21)2026/10/05178947.1%
asteroid-belt777 (Rank 23)2026/10/0586275.0%
みらめたる (Rank 22)2026/10/02880100.0%
たわばTAWABA (Rank 28)2026/10/0242250.0%
ら族 (Rank 23)2026/09/291613381.2%
ゅろぽ (Rank 24)2026/09/2997277.8%
김멋있다 (Rank 21)2026/09/2951420.0%
カミナリおやじ (Rank 27)2026/09/144040.0%
yasai (Rank 21)2026/09/136060.0%
shinkita (Rank 24)2026/09/13550100.0%
Martin1833 (Rank 23)2026/09/1394544.4%
しろ☆おび。@のびしろF (Rank 25)2026/09/13660100.0%
taj_god333 (Rank 26)2026/09/08440100.0%
tanechin (Rank 26)2026/09/06100100.0%
CELIS (Rank 28)2026/09/03110110.0%
Wonda15426 (Rank 27)2026/08/234040.0%
ぽん (Rank 27)2026/08/0375271.4%
おばサラ (Rank 23)2026/08/026060.0%
UMAGON (Rank 24)2026/06/2062433.3%
syounai (Rank 26)2026/05/265050.0%
kobaman (Rank 25)2026/05/2164266.7%

Round openings

Every character

no input50928.1%
crouch dash forward into throw escape27315.1%
guardG into throw escape1307.2%
evade down into crouch dash forward874.8%
crouch dash forward into evade down683.8%
throw escape563.1%
evade up into crouch dash back392.1%
backdash into Stop Kick4K382.1%
evade down into throw escape341.9%
guardG into evade up281.6%
guardG271.5%
crouch into guardG261.4%
backdash into evade up211.2%
crouch into throw escape211.2%
Ducking6P+K+G into Crush Knee KickK+G160.9%

225 further openings account for the other 437 rounds.

Counted from 503 of the 529 matches played. The rest were not pulled for openings.

Brad

Career
1,518–1,664 · 47.7%
This season
334 matches · 46.1%
Peak rank
27

First hit in 27.5% of 1,030 rounds. Won 62.5% of the rounds they struck first, 38.1% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 13.6% of rounds, against 6.9% in their other rounds.
  • Against Akira: waits first in 98.8% of rounds, against 38.2% against everyone else.
  • After opening the round before by waiting: waits first in 75.2% of rounds, against 18.9% after anything else.
  • After losing a round: waits first in 60.0% of rounds, against 21.6% after winning one.
  • When behind: waits first in 68.5% of rounds, against 22.8% when ahead or level.
  • After being hit first in the round before: waits first in 52.0% of rounds, against 21.1% after landing the first hit.
  • In round 4 or later: opens with “crouch dash forward into evade down” in 7.6% of rounds, against 3.0% in their other rounds.
  • Against Akira: opens with “no input” in 98.8% of rounds, against 21.5% against everyone else.
  • After opening the round before with “no input”: opens with “no input” in 99.6% of rounds, against 2.4% after anything else.
  • After losing a round: opens with “no input” in 49.8% of rounds, against 3.6% after winning one.
  • When behind: opens with “no input” in 60.7% of rounds, against 4.1% when ahead or level.
  • After being hit first in the round before: opens with “no input” in 40.8% of rounds, against 1.4% after landing the first hit.

How is this tested?

no input35832.8%
crouch dash forward into throw escape18617.1%
guardG into throw escape706.4%
evade down into crouch dash forward464.2%
crouch dash forward into evade down413.8%
backdash into Stop Kick4K383.5%
throw escape333.0%
evade down into throw escape242.2%
evade up into crouch dash back222.0%
crouch into guardG181.6%
Ducking6P+K+G into Crush Knee KickK+G161.5%
backdash into Sway Back4P+K+G151.4%
crouch into throw escape151.4%
guardG141.3%
guardG into evade up141.3%

83 further openings account for the other 180 rounds.

Counted from 308 of the 334 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
Akira0–35 · 0%1–14 · 7%too few to test
Wolf1–24 · 4%2–8 · 20%too few to test
Aoi12–5 · 71%4–8 · 33%too few to test
Lion9–4 · 69%6–3 · 67%too few to test
Jacky7–4 · 64%7–2 · 78%too few to test
Goh12–4 · 75%1–3 · 25%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.

26 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?

Jeffry

Career
149–136 · 52.3%
This season
28 matches · 32.1%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input3433.0%
crouch dash forward into throw escape1514.6%
guardG into throw escape65.8%
crouch dash forward into evade down54.8%
evade down into crouch dash forward43.9%
evade up into crouch dash back43.9%
guardG32.9%
guardG into evade up32.9%
Double Hammer Down43P21.9%
backdash into Double Hammer Down43P21.9%
backdash into Megaton Knuckle43P+K21.9%
backdash into evade up21.9%
forward movement into Double KnucklePP21.9%
throw escape21.9%
Hammer Slide1P into guardG11.0%

16 further openings account for the other 16 rounds.

Lion

Career
148–120 · 55.2%
This season
27 matches · 44.4%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input1616.5%
guardG into throw escape1515.5%
crouch dash forward into throw escape88.2%
evade down into crouch dash forward88.2%
crouch dash back into evade down55.2%
Taizan Soukoushu4P+K44.1%
crouch dash forward into evade down44.1%
crouch dash back into Taizan Soukoushu4P+K33.1%
crouch into Tougeki Rensui1PP33.1%
crouch into guardG33.1%
throw escape33.1%
crouch dash back into Shaho Shasousui1P+K22.1%
crouch dash back into Touho Soushu2P+K22.1%
guardG into Katousui2P22.1%
Senkyutai1K into guardG11.0%

18 further openings account for the other 18 rounds.

El Blaze

Career
104–78 · 57.1%
This season
27 matches · 33.3%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input4347.2%
crouch dash forward into throw escape88.8%
crouch dash forward into evade down66.6%
throw escape44.4%
evade down into crouch dash forward33.3%
guardG into throw escape33.3%
backdash into evade up22.2%
evade up into crouch dash back22.2%
guardG into backward movement22.2%
guardG into evade up22.2%
Rolling Low Knuckle1P into guardG11.1%
backdash into backward movement11.1%
backward movement11.1%
backward movement into backdash11.1%
crouch dash back into Straight6P+K11.1%

11 further openings account for the other 11 rounds.

Aoi

Career
406–396 · 50.6%
This season
22 matches · 59.1%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into throw escape1213.9%
no input1112.8%
backdash into Soushouda46P+K1011.6%
guardG into throw escape910.5%
crouch dash forward into evade down44.7%
forward movement into punchP44.7%
throw escape44.7%
evade down into crouch dash forward33.5%
evade down into throw escape33.5%
crouch dash back into evade down22.3%
evade down into crouch22.3%
evade down into guardG22.3%
evade up into crouch dash back22.3%
forward movement into NirentotsuPP22.3%
Tsukiashibarai1P11.2%

15 further openings account for the other 15 rounds.

Shun

Career
64–60 · 51.6%
This season
18 matches · 61.1%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input1015.2%
evade down into crouch dash forward812.1%
guardG into evade up69.1%
crouch dash back into Tenshin Souchushou6P+K46.1%
evade up into crouch dash back34.5%
crouch dash forward into evade down23.0%
crouch into guardG23.0%
guardG23.0%
guardG into Tenshin Souchushou6P+K23.0%
guardG into throw escape23.0%
Haisenchu1P11.5%
Haisenchu1P into evade down11.5%
backdash into Gyou'in Haishu3P11.5%
backdash into Rensai Gakushu46PP11.5%
backdash into evade down11.5%

20 further openings account for the other 20 rounds.

Jean

Career
78–60 · 56.5%
This season
18 matches · 44.4%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input1523.1%
crouch dash forward into throw escape1015.4%
guardG into throw escape812.3%
evade down into crouch dash forward34.6%
throw escape34.6%
backdash into Gyaku Seikenzuki66P23.1%
backdash into evade up23.1%
evade down into guardG23.1%
evade up into crouch dash back23.1%
guardG23.1%
Gyaku Seikenzuki66P11.5%
Nozuchi1P+K into guardG11.5%
Shitanagi Shutou1P11.5%
Shitanagi Shutou1P into guardG11.5%
Tate'enpi33P11.5%

11 further openings account for the other 11 rounds.

Vanessa

Career
355–334 · 51.5%
This season
11 matches · 54.5%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: crouch dash forward into throw escape819.1%
Offensive Style: crouch into throw escape49.5%
Defensive Style: no input37.1%
Offensive Style: guard into throw escape37.1%
Defensive Style: crouch dash forward into Sit Jab2P24.8%
Defensive Style: crouch dash forward into throw escape24.8%
Defensive Style: evade up24.8%
Defensive Style: throw escape24.8%
Offensive Style: guard24.8%
Offensive Style: throw escape24.8%
Defensive Style: crouch into guardG12.4%
Defensive Style: evade down into guardG12.4%
Defensive Style: evade down into throw escape12.4%
Defensive Style: forward dash into Wheel Kick9K+G12.4%
Defensive Style: guard into Sit Jab2P12.4%

7 further openings account for the other 7 rounds.

Eileen

Career
142–90 · 61.2%
This season
10 matches · 40.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into throw escape820.0%
no input717.5%
evade down into crouch dash forward37.5%
crouch dash forward into evade down25.0%
guardG into throw escape25.0%
throw escape into evade down25.0%
Hikou Bokushoku9P into Douchu6P12.5%
Rigou TenshintaiK+G into crouch dash forward12.5%
backdash into Kesshi Hanbi46K+G12.5%
backdash into evade up12.5%
crouch dash back into Rigou TenshintaiK+G12.5%
crouch dash back into Zensoutai2K+G12.5%
crouch dash back into evade down12.5%
crouch dash forward into Fukushinshou2P12.5%
crouch dash forward into punchP12.5%

7 further openings account for the other 7 rounds.

Kage

Career
329–386 · 46.0%
This season
10 matches · 50.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into throw escape717.5%
no input615.0%
evade down into crouch dash forward410.0%
crouch dash forward into throw escape37.5%
guardG into evade down37.5%
Engetsugeri9K+G25.0%
guardG25.0%
guardG into Jizuridan2P25.0%
Senpujin2P+K12.5%
backdash into guardG12.5%
crouch dash forward into Ryubisen44K+G12.5%
crouch dash forward into throwP+G12.5%
crouch into Surigeri2K12.5%
crouch into guardG12.5%
crouch into throw escape12.5%

4 further openings account for the other 4 rounds.

Jacky

Career
49–50 · 49.5%
This season
8 matches · 75.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into throw escape1035.7%
no input310.7%
throw escape310.7%
backdash into evade up27.1%
crouch dash forward into evade down27.1%
guardG into throw escape27.1%
Spin Heel Sword4K+G13.6%
backward movement into Spinning Back Knuckle4P13.6%
backward movement into guardG13.6%
crouch dash back into Spin Heel Sword4K+G13.6%
crouch into throw escape13.6%
evade up into crouch dash back13.6%

Pai

Career
101–77 · 56.7%
This season
6 matches · 100.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into throw escape731.8%
evade down into throw escape313.6%
guardG into throw escape313.6%
evade down into crouch dash forward29.1%
throw escape29.1%
crouch dash forward into evade down14.5%
crouch dash forward into kickK14.5%
crouch into throw escape14.5%
evade down into Renkan Maho Chuken6P+KP14.5%
evade up into crouch dash forward14.5%

Lau

Career
32–24 · 57.1%
This season
4 matches · 75.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into throw escape422.2%
Shakashou3P15.6%
backdash into Junho Chushou33P15.6%
backdash into kickK15.6%
crouch dash back into Honshin Hekiken1P+K15.6%
crouch dash back into RenshouPP15.6%
crouch dash forward into Senchutai3K15.6%
crouch dash forward into Souchuken2P15.6%
crouch dash forward into Souko Reppa3P+K15.6%
crouch dash forward into evade down15.6%
crouch into throw escape15.6%
evade down into throw escape15.6%
evade up into crouch dash forward15.6%
guardG15.6%
guardG into evade down15.6%

Goh

Career
13–11 · 54.2%
This season
3 matches · 66.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into crouch dash forward327.3%
no input327.3%
evade up into crouch dash back218.2%
backdash into Maegeri3K19.1%
backdash into Soukyu46P19.1%
evade down into Jibishou3P+K19.1%

Lei Fei

Career
2–5 · 28.6%
This season
2 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input342.9%
guardG into throw escape228.6%
backdash into guardG114.3%
throw escape114.3%

Sarah

Career
14–13 · 51.9%
This season
1 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into throw escape125.0%
guardG into evade up125.0%
guardG into throw escape125.0%
throw escape into evade down125.0%

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: 12 of 15 tests hold up
  • Jeffry: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Eileen: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Sarah: not tested (too few rounds)