VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

パトナージ

  • Taka
Career matches1,058
Career win rate48.0%
Round win rate45.1%
Peak rank24
Distinct opponents33
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1411 #2,591 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

Brad2476536739848.0%
Taka2429314115248.1%

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

125 of 255 rounds counted

6.6 inputs a second (395 a minute) this season. Faster than 33% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad6.4386103
Taka7.344022

By opponent's character

Lion7.042232
Pai6.941225
Jacky6.84058
Jeffry6.036211
Kage6.639815
Goh6.13675
Jean6.036210
Lau5.83476
El Blaze6.84105
Sarah6.03603
Vanessa6.13685

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

Wolf103730.0%-11.4
Lion94544.4%+9.5
Pai95455.6%+15.4
Akira84450.0%+13.3
Jacky41325.0%-24.6
Jeffry42250.0%-0.7
Kage41325.0%-8.0
Goh32166.7%+12.2
Jean32166.7%+22.7
Aoi2020.0%-60.0
Lau2020.0%-26.3
El Blaze1010.0%-27.2
Sarah110100.0%+62.9
Vanessa1010.0%-32.3

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

Octagon145935.7%-5.7
Breakable Full Fence85362.5%+25.9
Low Fence85362.5%+17.1
Half Fence71614.3%-32.4
Rectangle71614.3%-23.2
Open51420.0%-28.8
Full Fence and Open42250.0%+7.8
Breakable Half Fence31233.3%-0.9
Full Fence21150.0%+5.6
Single Wall220100.0%+69.9

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
Walls4134.1%39.5%-5.3
No walls1553.3%45.2%+8.1

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

おらんちょ (Rank 28)2026/07/202020.0%
6132da (Rank 21)2026/07/0321150.0%
なっちゃんねる (Rank 25)2026/07/0342250.0%
nanoka-222 (Rank 23)2026/07/03220100.0%
SICHIROUJI (Rank 26)2026/07/031010.0%
TARO___9 (Rank 25)2026/07/0321150.0%
エルポー$ (Rank 23)2026/07/0321150.0%
りてりん (Rank 26)2026/06/281010.0%
miso_kobe24 (Rank 26)2026/06/1321150.0%
NEKOz (Rank 24)2026/06/0631233.3%
Shako_P (Rank 24)2026/06/062020.0%
pokkurl_7 (Rank 21)2026/06/06110100.0%
wgamama_jodi3 (Rank 24)2026/06/062020.0%
TOMORV (Rank 26)2026/04/191010.0%
kouki160907 (Rank 23)2026/04/192020.0%
MATSUNAGAAKIRA.REBOOT (Rank 26)2026/04/192020.0%
camelvf (Rank 23)2026/04/19220100.0%
tie-hack (Rank 27)2026/04/192020.0%
tomochanman_03 (Rank 26)2026/04/1931233.3%
zxyzguy (Rank 22)2026/04/192020.0%
マッスルトマト (Rank 23)2026/04/1221150.0%
龍仙人【鬼手仏心】 (Rank 26)2026/04/122020.0%
Side_mountain-n (Rank 24)2026/04/12440100.0%
wooo-2309 (Rank 25)2026/04/1231233.3%
亀 (Rank 22)2026/04/122020.0%

Round openings

Every character

Jolt Upper3P into Jolt Upper~Spin Kick3PK145.5%
backdash into Sway Back4P+K+G145.5%
Sway Back4P+K+G into Spine Whip4P135.1%
Sway Back4P+K+G into Mighty Knee UpperK124.7%
crouch into Jolt Upper~Spin Kick3PK114.3%
Onigoroshi3P into throwP+G103.9%
evade down into Kumoyaburi4P+K103.9%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK93.5%
crouch into Sit Jab2P93.5%
Dtee Sawk Dtrohng4P+K83.1%
Sit Jab2P83.1%
crouch into Takatsumehashi3P+K62.3%
backdash into Ao'oni Midaremage214P+K51.9%
evade down into Ao'oni Midaremage214P+K51.9%
punchP51.9%

74 further openings account for the other 117 rounds.

Brad

Career
367–398 · 48.0%
This season
43 matches · 41.9%
Peak rank
24

First hit in 46.2% of 171 rounds. Won 44.3% of the rounds they struck first, 43.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jolt Upper3P into Jolt Upper~Spin Kick3PK147.8%
backdash into Sway Back4P+K+G147.8%
Sway Back4P+K+G into Spine Whip4P137.3%
Sway Back4P+K+G into Mighty Knee UpperK126.7%
crouch into Jolt Upper~Spin Kick3PK116.2%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK95.0%
crouch into Sit Jab2P95.0%
Dtee Sawk Dtrohng4P+K84.5%
Sit Jab2P84.5%
Jab StraightPP into Combination LowPPK42.2%
Stop Kick4K into forward movement42.2%
backdash into Jackal Straight46P+K42.2%
Spine Whip4P31.7%
Turn Savate44K into Stop Kick4K31.7%
backdash into Dtee Sawk Lang3P+KP31.7%

43 further openings account for the other 60 rounds.

Taka

Career
141–152 · 48.1%
This season
18 matches · 38.9%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Onigoroshi3P into throwP+G1013.0%
evade down into Kumoyaburi4P+K1013.0%
crouch into Takatsumehashi3P+K67.8%
backdash into Ao'oni Midaremage214P+K56.5%
evade down into Ao'oni Midaremage214P+K56.5%
backdash into Zangeki33P45.2%
punchP33.9%
Agyou4P+K+G22.6%
Ao'oni Midaremage214P+K22.6%
Morotezuki66P into Morote Tsuppari66PP22.6%
Takatsumehashi3P+K22.6%
backdash into Dohyouwari43P22.6%
backdash into throw escape22.6%
crouch into Shita Harite2P22.6%
punchP into forward movement22.6%

18 further openings account for the other 18 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 (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)
  • Taka: not tested (too few rounds)