VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

uragasumi919

  • Lau
Career matches260
Career win rate84.6%
Round win rate56.0%
Peak rank33
Distinct opponents4
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1713 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

Brad332181863285.3%
Lau264234881.0%

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

8 of 25 rounds counted

8.3 inputs a second (496 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Lau8.34968

By opponent's character

Lion8.34968

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

Lion2020.0%-92.7
Sarah220100.0%+50.1
Akira110100.0%+45.8
Shun110100.0%+22.3

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

Full Fence and Open220100.0%+50.1
Half Fence2020.0%-92.7
Low Fence110100.0%+22.3
Open110100.0%+45.8

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
Walls20.0%61.8%-61.8
No walls2100.0%71.6%+28.4

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

たわばTAWABA (Rank 27)2026/05/242020.0%
dalmax72 (Rank 23)2026/04/12110100.0%
ロドすた (Rank 27)2026/04/12110100.0%
ポップコーンの悪魔。 (Rank 33)2026/04/12220100.0%

Round openings

Every character

Souko Sensou66P+K into Rouko Tankai6P+K28.0%
backdash into evade up28.0%
evade up into forward dash28.0%
evade up into throw escape28.0%
Ducking6P+K+G into Sting BlowP+K14.0%
Ga MuayP+K+G into High Spin KickK+G14.0%
RenshouPP into Renkanshou3PPP14.0%
Senchutai3K into guardG14.0%
Sit Jab2P14.0%
backdash into Sway Back4P+K+G14.0%
backdash into throw escape14.0%
crouch dash back into Sako Soushou4P+K14.0%
evade down into forward dash14.0%
evade down into throw escape14.0%
evade up into Chugeki6P14.0%

6 further openings account for the other 6 rounds.

Lau

Career
34–8 · 81.0%
This season
4 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souko Sensou66P+K into Rouko Tankai6P+K212.5%
backdash into evade up212.5%
evade up into forward dash212.5%
evade up into throw escape212.5%
RenshouPP into Renkanshou3PPP16.2%
Senchutai3K into guardG16.2%
backdash into throw escape16.2%
crouch dash back into Sako Soushou4P+K16.2%
evade down into forward dash16.2%
evade down into throw escape16.2%
evade up into Chugeki6P16.2%
guardG into evade down16.2%

Brad

Career
186–32 · 85.3%
This season
2 matches · 100.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ducking6P+K+G into Sting BlowP+K111.1%
Ga MuayP+K+G into High Spin KickK+G111.1%
Sit Jab2P111.1%
backdash into Sway Back4P+K+G111.1%
forward dash into Sharp Shoot1P111.1%
guardG into Sway Back4P+K+G111.1%
guardG into backdash111.1%
guardG into punchP111.1%
punchP into Jab StraightPP111.1%

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

  • Lau: not tested (too few rounds)
  • Brad: not tested (too few rounds)