VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

俺様バーンズ

Career matches14,774
Career win rate49.0%
Round win rate49.0%
Peak rank38
Distinct opponents488
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1716 #715 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

Brad3814,7747,2367,53849.0%

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

6,876 of 8,158 rounds counted

6.9 inputs a second (414 a minute) this season. Faster than 43% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad6.94146,876

By opponent's character

Akira7.0418712
Jacky7.2434650
Kage6.7400563
Pai7.1425483
Wolf6.8408435
Jeffry7.2429420
Lau6.9415374
Aoi6.7404331
Brad7.1424392
Jean6.8410355
Lion6.9416346
Sarah7.1428299
El Blaze6.6395269
Goh6.8410322
Vanessa6.8406252
Shun6.7400228
Lei Fei6.7400220
Taka6.6394133
Eileen6.841182
Dural6.538810

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

Akira196999750.5%+2.8
Jacky1949410048.5%-2.8
Kage157679042.7%-3.8
Pai127715655.9%+8.0
Wolf120625851.7%+1.5
Jeffry118635553.4%+3.6
Lau114437137.7%-9.9
Aoi113496443.4%-5.8
Brad113743965.5%+15.1
Jean112575550.9%+0.1
Lion110555550.0%+3.7
Sarah89464351.7%+3.4
El Blaze80314938.8%-7.2
Goh80443655.0%+7.5
Vanessa79344543.0%-4.5
Shun76314540.8%-6.0
Lei Fei62283445.2%-3.4
Taka34122235.3%-12.5
Eileen2291340.9%-5.3
Dural41325.0%-16.8

1 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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

Full Fence24811413446.0%-3.4
Half Fence21811110750.9%+3.0
Breakable Half Fence2109911147.1%-1.1
Low Fence2048811643.1%-6.5
Open2039111244.8%-6.0
Single Wall2021039951.0%+3.0
Octagon173977656.1%+10.2
Rectangle164808448.8%+0.3
Breakable Full Fence163808349.1%+1.5
Full Fence and Open103505348.5%-0.4

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1,17649.4%48.1%+1.3
No walls60946.3%49.2%-2.9

Walls against open: +4.1 points (95% range -0.9 to +9.2), p 0.110 — 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

Saibo_season2 (Rank 39)2026/10/161951426.3%
★闘将拉麵男★ (Rank 38)2026/10/1533191457.6%
Umemon2026 (Rank 37)2026/10/152061430.0%
フルレバ (Rank 36)2026/10/152161528.6%
rikubon-ps (Rank 37)2026/10/151551033.3%
たつや (Rank 41)2026/10/111521313.3%
Choi_Akira (Rank 39)2026/10/101551033.3%
ヘニオ (Rank 34)2026/10/10129375.0%
ctraum (Rank 39)2026/10/081910952.6%
小名浜DC (Rank 38)2026/10/081551033.3%
nanami.madogiwa (Rank 35)2026/10/06158753.3%
あをゐ (Rank 35)2026/10/04167943.8%
hsat0310 (Rank 36)2026/10/031310376.9%
hurikake1999 (Rank 37)2026/10/031771041.2%
よーこー (Rank 35)2026/10/021310376.9%
expensive-sand (Rank 38)2026/10/021551033.3%
bh_iflg (Rank 33)2026/09/27127558.3%
Mochi/かしわもち (Rank 39)2026/09/271541126.7%
ぁ     やごろ (Rank 36)2026/09/241421214.3%
ペッピーノ (Rank 39)2026/09/24147750.0%
Sore (Rank 36)2026/09/2229171258.6%
五寸釘くん (Rank 35)2026/08/28139469.2%
interceptor (Rank 40)2026/08/05179852.9%
Bob-Takkun (Rank 34)2026/07/121661037.5%
delicioso (Rank 32)2026/06/18158753.3%

Round openings

Brad

Career
7,236–7,538 · 49.0%
This season
2,000 matches · 48.5%
Peak rank
38

First hit in 54.9% of 7,276 rounds. Won 51.7% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 28.9% of rounds, against 17.9% in their other rounds.
  • Against Lion: attacks straight away in 47.4% of rounds, against 25.7% against everyone else.
  • After winning a round: attacks straight away in 31.5% of rounds, against 21.1% after losing one.
  • When ahead: attacks straight away in 31.1% of rounds, against 24.0% when level or behind.
  • In round 4 or later: opens with “backdash into 4K Stop Kick” in 14.0% of rounds, against 5.8% in their other rounds.
  • Against Wolf: opens with “forward movement into 2P Sit Jab” in 10.8% of rounds, against 4.7% against everyone else.
  • After opening the round before with “forward movement into 2P Sit Jab”: opens with “backdash into 4K Stop Kick” in 14.5% of rounds, against 9.1% after anything else.
  • After losing a round: opens with “backdash into 4K Stop Kick” in 13.0% of rounds, against 5.6% after winning one.
  • When behind: opens with “backdash into 4K Stop Kick” in 10.9% of rounds, against 5.8% when ahead or level.

How is this tested?

forward movement into punchP1,77524.2%
forward movement into throw escape6028.2%
backdash into Stop Kick4K5898.0%
Middle Spin Kick66K into throwP+G5076.9%
forward movement into Sit Jab2P3715.0%
forward movement into Jab StraightPP3024.1%
Ducking6P+K+G into Sting BlowP+K2914.0%
backdash into Sway Back4P+K+G2032.8%
Ducking6P+K+G into Crush Knee KickK+G1992.7%
Middle Spin Kick66K1281.7%
backdash into Turn Savate44K1251.7%
forward movement into crouch1201.6%
Turn Savate44K1171.6%
Jackal Straight46P+K into forward dash1101.5%
backdash into evade up1031.4%

253 further openings account for the other 1,805 rounds.

Counted from 1,800 of the 2,000 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
Jacky51–56 · 48%25–22 · 53%-5.3
Akira48–43 · 53%22–26 · 46%+9.3
Kage36–56 · 39%27–21 · 56%-14.9
Wolf36–34 · 51%16–16 · 50%+0.0
Pai41–24 · 63%13–18 · 42%+20.2
Aoi29–33 · 47%12–20 · 38%+9.5
Lau17–42 · 29%16–23 · 41%-7.4
Jeffry31–32 · 49%15–17 · 47%+0.1
Jean29–29 · 50%16–16 · 50%-5.2
Brad36–20 · 64%17–7 · 71%too few to test
Lion39–31 · 56%5–9 · 36%too few to test
Sarah30–21 · 59%9–15 · 38%too few to test
El Blaze19–29 · 40%8–13 · 38%too few to test
Shun17–15 · 53%9–23 · 28%+20.8
Goh20–16 · 56%11–12 · 48%too few to test
Vanessa16–18 · 47%8–15 · 35%too few to test
Lei Fei10–18 · 36%12–11 · 52%too few to test
Taka8–12 · 40%2–6 · 25%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

200 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?

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 (18 here; about 0.9 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: 9 of 18 tests hold up