VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

だばを

  • Lion
  • Jeffry
Career matches357
Career win rate67.5%
Round win rate46.0%
Peak rank29
Distinct opponents9
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1451 Not ranked yet: the list needs 50 matches. See 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

Brad291851315470.8%
Lion2597633465.0%
Jeffry2375472862.7%

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

62 of 74 rounds counted

7.0 inputs a second (422 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Brad6.941540
Lion7.243522

By opponent's character

Shun7.142425
Goh7.343611
Pai6.639715
Sarah7.54514
El Blaze6.84113
Jacky7.44454

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

Shun74357.1%+6.2
Goh43175.0%+25.6
Pai4040.0%-41.6
Sarah21150.0%+12.6
El Blaze1010.0%-40.2
Jacky110100.0%+41.0

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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 Fence42250.0%-3.0
Open31233.3%-33.6
Rectangle31233.3%-12.0
Octagon2020.0%-37.4
Full Fence and Open110100.0%+55.1
Half Fence110100.0%+62.0

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1040.0%44.8%-4.8
No walls333.3%61.6%-28.3

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

th19750405 (Rank 27)2026/09/101010.0%
釜猫 (Rank 26)2026/09/1063350.0%
まなつのかじつ (Rank 22)2026/09/10110100.0%
ま~く (Rank 33)2026/07/204040.0%
え~る (Rank 31)2026/07/201010.0%
たつやX (Rank 27)2026/07/2032166.7%
t4a (Rank 21)2026/03/27110100.0%
五反田の義姉 (Rank 24)2026/03/27110100.0%
造り酒屋の御曹司 (Rank 23)2026/03/27110100.0%

Round openings

Every character

forward movement into punchP68.0%
backdash into Sentai4K56.7%
backdash into Stop Kick4K56.7%
backdash into evade up56.7%
crouch into Sharp Shoot1P45.3%
Dtee Sawk Dtrohng4P+K34.0%
Middle Spin Kick66K into Ten Kao6K34.0%
backdash into Dtee Sawk Lang3P+KP34.0%
crouch into Ducking Low2K+G22.7%
crouch into Shicchi Soutai3K+G22.7%
guardG22.7%
guardG into crouch22.7%
guardG into evade up22.7%
Dantai3K11.3%
Dantai3K into Fujinkyaku66K11.3%

29 further openings account for the other 29 rounds.

Brad

Career
131–54 · 70.8%
This season
11 matches · 27.3%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Stop Kick4K512.2%
forward movement into punchP512.2%
crouch into Sharp Shoot1P49.8%
Dtee Sawk Dtrohng4P+K37.3%
Middle Spin Kick66K into Ten Kao6K37.3%
backdash into Dtee Sawk Lang3P+KP37.3%
guardG into evade up24.9%
Destruction Body3P+K into Dtee Sawk Lang3P+KP12.4%
Ducking6P+K+G into Sting BlowP+K12.4%
Jolt Upper3P into Jolt Upper~Spin Kick3PK12.4%
Sawk Klab6P+K12.4%
backdash into Sharp Shoot1P12.4%
backdash into Turn Savate44K12.4%
backdash into crouch dash forward12.4%
backdash into evade up12.4%

8 further openings account for the other 8 rounds.

Lion

Career
63–34 · 65.0%
This season
5 matches · 60.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sentai4K522.7%
crouch into Shicchi Soutai3K+G29.1%
Dantai3K14.5%
Dantai3K into Fujinkyaku66K14.5%
Katousui2P14.5%
Kishitsu Kasensou43P into punchP14.5%
Koushutai44K into Souji SenpuP+K14.5%
Koushutai44K into Taizan Soukoushu4P+K14.5%
Tourou Soufu6P+K+G into Kankei HoshinshouP+K14.5%
backdash into Rakugekishou3PP14.5%
backdash into Souji SenpuP+K14.5%
backdash into evade up14.5%
backward movement into Tenshin Ryou'inkyaku6K+G14.5%
crouch into Kousoutai2K+G14.5%
guardG14.5%

2 further openings account for the other 2 rounds.

Jeffry

Career
47–28 · 62.7%
This season
3 matches · 100.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up325.0%
crouch into Ducking Low2K+G216.7%
backdash into Full Swing Double Hammer41236P+K18.3%
backdash into Toe Kick2K18.3%
evade up into Toe Kick2K18.3%
forward movement into punchP18.3%
guardG into Knee Attack6K18.3%
guardG into backward movement18.3%
guardG into crouch18.3%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Brad: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)