VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

pthan77

  • Jean
  • Taka
  • Jacky
Career matches490
Career win rate69.2%
Round win rate49.0%
Peak rank24
Distinct opponents24
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1357 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

Brad241691096064.5%
Jean241551064968.4%
Taka24112892379.5%
Jacky1854351964.8%

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

52 of 157 rounds counted

6.5 inputs a second (391 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Brad6.237018
Jean6.639729
Jacky7.24315

By opponent's character

Akira6.438610
Goh7.04204
Shun7.14265
El Blaze7.04187
Jean6.438312
Aoi6.63944
Pai5.43237
Wolf6.84103

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

Akira51420.0%-40.1
Goh53260.0%+9.0
Shun53260.0%+12.6
El Blaze4040.0%-51.6
Jean42250.0%-10.2
Aoi330100.0%+40.2
Jacky32166.7%+32.5
Jeffry220100.0%+39.4
Lion21150.0%+8.3
Pai2020.0%-39.8
Brad110100.0%+70.3
Taka110100.0%+50.2
Wolf1010.0%-32.4

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

Rectangle76185.7%+32.5
Full Fence63350.0%-1.3
Single Wall61516.7%-35.8
Open53260.0%+14.0
Breakable Half Fence41325.0%-27.9
Octagon440100.0%+48.1
Breakable Full Fence1010.0%-40.0
Full Fence and Open1010.0%-32.4
Half Fence1010.0%-52.5

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
Walls2360.9%53.9%+7.0
No walls1136.4%47.3%-10.9

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

don'tthink,feel. (Rank 26)2026/06/271010.0%
トマト牛乳♪ (Rank 27)2026/06/271010.0%
銀 (Rank 26)2026/06/091010.0%
CHASER (Rank 22)2026/06/06110100.0%
委員ちょ (Rank 21)2026/06/05110100.0%
ma.ya2013 (Rank 25)2026/05/261010.0%
Rayscott (Rank 16)2026/05/262020.0%
doublehighz (Rank 22)2026/05/2232166.7%
HaseMasa (Rank 24)2026/05/221010.0%
TERA (Rank 25)2026/05/181010.0%
乃木ぽん (Rank 26)2026/05/181010.0%
yujiberra (Rank 21)2026/05/1543175.0%
moreru (Rank 23)2026/05/1521150.0%
manekinecogames (Rank 23)2026/05/14110100.0%
Evolution.K (Rank 27)2026/05/14110100.0%
funny23884 (Rank 24)2026/05/0921150.0%
え~る (Rank 24)2026/05/062020.0%
フォアグラ (Rank 23)2026/05/06220100.0%
きよきゅん【改】 (Rank 23)2026/04/22110100.0%
penta (Rank 21)2026/04/19220100.0%
FUGA (Rank 17)2026/04/192020.0%
Breeze_Mar (Rank 18)2026/04/191010.0%
katane3415 (Rank 21)2026/04/11220100.0%
ヘビ吉 (Rank 13)2026/03/3021150.0%

Round openings

Every character

Gyaku Seikenzuki66P1610.1%
Hizageri4K into Kousenshu4KP148.8%
Jolt Upper3P127.5%
guardG116.9%
Destruction Body3P+K106.3%
Hizageri4K85.0%
KaminaridaikoK+G into Kaminaridaiko Hasami'uchiK+GP74.4%
Hiji'ate6P63.8%
guardG into punchP63.8%
Spine Whip4P42.5%
kickK42.5%
Destruction Body3P+K into forward dash31.9%
Elbow Hook6P31.9%
Ketaguri2K31.9%
crouch into Destruction Body3P+K31.9%

39 further openings account for the other 49 rounds.

Jean

Career
106–49 · 68.4%
This season
14 matches · 64.3%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyaku Seikenzuki66P1626.7%
Hizageri4K into Kousenshu4KP1423.3%
Hizageri4K813.3%
guardG58.3%
Nozuchi1P+K23.3%
forward dash into Yoko'enpi6P23.3%
guardG into forward dash23.3%
Yoko'enpi6P into Yoko'enpi~Uchishutou6PP11.7%
crouch dash back into Gyaku Seikenzuki66P11.7%
crouch dash back into Hangetsu NirenzukiP+K11.7%
crouch dash back into kickK11.7%
crouch into Nozuchi1P+K11.7%
evade up11.7%
evade up into Doumawashi Kaitengeri46K+G11.7%
forward movement into punchP11.7%

3 further openings account for the other 3 rounds.

Brad

Career
109–60 · 64.5%
This season
14 matches · 21.4%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jolt Upper3P1220.3%
Destruction Body3P+K1016.9%
Spine Whip4P46.8%
guardG46.8%
Destruction Body3P+K into forward dash35.1%
Elbow Hook6P35.1%
crouch into Destruction Body3P+K35.1%
guardG into punchP35.1%
forward dash23.4%
guardG into Elbow Hook6P23.4%
Destruction Body3P+K into Sawk Klab6P+K11.7%
Dtee Sawk Dtrohng4P+K11.7%
Jackal Straight46P+K11.7%
Jaguar Tail2K+G11.7%
Jolt Upper3P into Jolt Upper~Spin Kick3PK11.7%

8 further openings account for the other 8 rounds.

Taka

Career
89–23 · 79.5%
This season
9 matches · 77.8%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

KaminaridaikoK+G into Kaminaridaiko Hasami'uchiK+GP720.0%
Hiji'ate6P617.1%
kickK411.4%
Ketaguri2K38.6%
guardG into punchP38.6%
Gozougeri4K into Gozou Kehataki4KP25.7%
Kachi'age33P+K25.7%
Mukae Shiko2K+G25.7%
guardG25.7%
Aka'oni MidaremageP+K12.9%
Kirikabu Kudaki1P+K12.9%
guardG into Gozou Kehataki4KP12.9%
guardG into Kaminaridaiko Hasami'uchiK+GP12.9%

Jacky

Career
35–19 · 64.8%
This season
1 matches · 0.0%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Spin Kick1K+G240.0%
Bil Jee6P+K120.0%
crouch dash back into Bil Jee6P+K120.0%
punchP120.0%

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

Tests behind each character's list

  • Jean: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Jacky: not tested (too few rounds)