VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

おさげ

  • Jeffry
  • El Blaze
Career matches5,320
Career win rate59.8%
Round win rate57.8%
Peak rank45
Distinct opponents239
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

2004 #32 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

Brad452,7511,75399863.7%
Jeffry421,03856946954.8%
Eileen—83845738154.5%
El Blaze4166538328257.6%
Kage—28181064.3%
Akira—000—

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

3,587 of 5,422 rounds counted

7.3 inputs a second (437 a minute) this season. Faster than 54% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad7.44462,456
El Blaze7.04201,131

By opponent's character

Akira7.4441432
Lau7.3439388
Jacky7.2433282
Shun7.3441224
Kage7.2434294
Lion7.5447205
Aoi7.5450193
Wolf7.2432199
Brad7.3438231
El Blaze7.2434128
Vanessa7.2434123
Jean7.0421100
Sarah6.9416106
Lei Fei7.4442150
Pai7.1426119
Eileen7.344097
Goh7.3440101
Jeffry7.444499
Taka7.242978
Dural7.344038

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

Akira155866955.5%-10.6
Lau135894665.9%+2.3
Jacky110704063.6%+4.6
Shun107703765.4%+2.5
Kage101633862.4%-1.1
Lion93593463.4%-3.8
Aoi77542370.1%+3.4
Wolf74462862.2%-1.3
Brad61421968.8%+3.4
El Blaze59352459.3%-3.9
Vanessa57342359.6%-0.1
Jean51371472.5%+10.5
Sarah48341470.8%+7.6
Lei Fei45311468.9%+6.3
Pai40231757.5%-14.0
Eileen36261072.2%+6.1
Goh33221166.7%+1.6
Jeffry3325875.8%+6.7
Taka27131448.1%-16.3
Dural97277.8%+14.7

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Rectangle1671095865.3%+1.5
Octagon1581015763.9%-1.2
Half Fence1551015465.2%+1.6
Single Wall147945364.0%+0.8
Open134884665.7%+0.3
Breakable Half Fence125725357.6%-6.8
Low Fence125863968.8%+5.4
Breakable Full Fence110684261.8%-1.3
Full Fence101614060.4%-5.9
Full Fence and Open58401869.0%+9.2

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
Walls81662.7%64.2%-1.5
No walls40666.0%64.1%+1.9

Walls against open: -3.3 points (95% range -9.1 to +2.5), p 0.260 — 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

伊藤カイジ系【智也】 (Rank 41)2026/10/14168850.0%
tonchan145656 (Rank 43)2026/10/142081240.0%
マサオ(AO) (Rank 40)2026/10/1428171160.7%
ス~パ~オヤツマ~ン (Rank 42)2026/09/292517868.0%
中四国ウルフ (Rank 42)2026/09/291914573.7%
マハリータまるこ (Rank 41)2026/09/292015575.0%
亜希 (Rank 44)2026/09/29158753.3%
『ρε』.α (Rank 41)2026/09/172316769.6%
灘琉豪/HSA (Rank 43)2026/09/17158753.3%
manatsu_7 (Rank 42)2026/09/171814477.8%
藪からBOY (Rank 41)2026/09/15169756.2%
宇治のシズラヒモビッ (Rank 43)2026/09/1532201262.5%
せろり☆ (Rank 42)2026/09/1533151845.5%
ハマラウ (Rank 42)2026/09/1127131448.1%
堂島様 (Rank 43)2026/09/112115671.4%
カルティカ (Rank 41)2026/09/061410471.4%
いくお (Rank 44)2026/09/06159660.0%
あむざん (Rank 42)2026/09/032820871.4%
hatarakedo_tagayasedo... (Rank 41)2026/09/03138561.5%
ひらがなであおき (Rank 41)2026/08/212518772.0%
借酒中 (Rank 37)2026/08/04149564.3%
ラーメソマソ (Rank 46)2026/06/301610662.5%
しゃーく@べねっさ (Rank 43)2026/06/092191242.9%
ぱりぱり (Rank 37)2026/05/2630201066.7%
誰でもどーぞdaredemo (Rank 34)2026/04/02149564.3%

Round openings

Every character

backdash into evade down3646.9%
backdash into throw escape2254.3%
backdash into Sway Back4P+K+G1863.5%
forward dash into throwP+G1823.5%
backdash into Stop Kick4K1663.1%
forward movement into punchP1422.7%
Dtee Sawk Dtrohng4P+K1142.2%
backdash into Darkness Sword43K+G841.6%
forward dash into Sharp Shoot1P811.5%
Sit Jab781.5%
backdash into forward dash711.4%
punchP711.4%
backdash into Double Hammer Down43P651.2%
backdash into punchP641.2%
backdash into Head Smash Kick46K601.1%

543 further openings account for the other 3,310 rounds.

Counted from 1,309 of the 1,351 matches played. The rest were not pulled for openings.

Brad

Career
1,753–998 · 63.7%
This season
693 matches · 68.8%
Peak rank
45

First hit in 49.0% of 2,584 rounds. Won 64.0% of the rounds they struck first, 57.9% of the rounds they were struck first.

Significant Tells

  • In round 3: attacks straight away in 27.9% of rounds, against 23.0% in their other rounds.
  • Against Jacky: moves in first in 43.8% of rounds, against 24.8% against everyone else.
  • On Rectangle stages: moves in first in 43.5% of rounds, against 22.5% on the other stages.
  • After opening the round before by moving in: moves in first in 33.1% of rounds, against 24.5% after anything else.
  • After losing a round: moves in first in 33.7% of rounds, against 21.6% after winning one.
  • When ahead: backs off first in 53.6% of rounds, against 36.5% when level or behind.
  • In round 1: opens with “4P+K Dtee Sawk Dtrohng” in 6.5% of rounds, against 3.7% in their other rounds.
  • Against Aoi: opens with “4P+K Dtee Sawk Dtrohng” in 13.7% of rounds, against 3.8% against everyone else.
  • On Breakable Full Fence stages: opens with “backdash into 4P+K+G Sway Back” in 12.7% of rounds, against 6.8% on the other stages.
  • After winning a round: opens with “backdash into 4K Stop Kick” in 9.6% of rounds, against 3.7% after losing one.
  • When ahead: opens with “backdash into 4K Stop Kick” in 9.8% of rounds, against 4.6% when level or behind.

How is this tested?

backdash into Sway Back4P+K+G1867.2%
backdash into Stop Kick4K1666.4%
backdash into throw escape1465.6%
backdash into evade down1395.3%
Dtee Sawk Dtrohng4P+K1144.4%
forward dash into throwP+G1094.2%
forward movement into punchP993.8%
forward dash into Sharp Shoot1P813.1%
Sit Jab2P742.9%
forward dash into Spine Whip4P471.8%
backdash into throwP+G361.4%
backdash into evade up341.3%
forward dash into Stop Kick4K341.3%
Middle Spin Kick66K321.2%
backdash into forward dash321.2%

253 further openings account for the other 1,267 rounds.

Counted from 651 of the 693 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
Lau28–20 · 58%19–2 · 90%too few to test
Akira27–20 · 57%14–7 · 67%too few to test
Kage26–11 · 70%13–9 · 59%too few to test
Lion11–7 · 61%16–8 · 67%too few to test
Aoi16–7 · 70%13–5 · 72%too few to test
Jacky22–9 · 71%6–2 · 75%too few to test
Brad13–8 · 62%10–4 · 71%too few to test
Shun20–4 · 83%6–1 · 86%too few to test
Lei Fei18–5 · 78%2–1 · 67%too few to test
Wolf19–10 · 66%2–2 · 50%too few to test
El Blaze8–3 · 73%8–4 · 67%too few to test
Eileen14–2 · 88%3–2 · 60%too few to test
Vanessa10–2 · 83%6–1 · 86%too few to test

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

42 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?

Jeffry

Career
569–469 · 54.8%
This season
378 matches · 55.0%
Peak rank
42

First hit in 53.2% of 1,507 rounds. Won 55.4% of the rounds they struck first, 49.9% of the rounds they were struck first.

Significant Tells

  • Against Wolf: attacks straight away in 36.9% of rounds, against 21.9% against everyone else.
  • After opening the round before by moving in: moves in first in 31.1% of rounds, against 21.3% after anything else.
  • After the opponent opened the round before by attacking: attacks straight away in 30.2% of rounds, against 21.1% after anything else.
  • After losing a round: moves in first in 27.6% of rounds, against 19.1% after winning one.
  • When behind: moves in first in 29.5% of rounds, against 19.0% when ahead or level.
  • Against Lion: opens with “2P Low Knuckle” in 8.0% of rounds, against 2.8% against everyone else.
  • On Low Fence stages: opens with “2P Low Knuckle” in 8.3% of rounds, against 2.8% on the other stages.

How is this tested?

backdash into evade down1368.9%
backdash into Double Hammer Down43P654.3%
backdash into throw escape513.3%
Low Knuckle2P503.3%
forward dash into Ducking Low2K+G463.0%
forward dash into Heavy Back Knuckle4P453.0%
punchP442.9%
punchP into forward dash402.6%
forward dash into throwP+G372.4%
forward dash into Hammer Slide1P362.4%
punchP into Double KnucklePP332.2%
backdash into Tsunami Beat3K+G302.0%
backdash into guardG271.8%
backdash into forward dash251.6%
backdash into punchP251.6%

183 further openings account for the other 836 rounds.

By stage type

Record against each character on walled and open stages, as Jeffry

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun15–16 · 48%6–3 · 67%too few to test
Akira13–12 · 52%6–3 · 67%too few to test
Lion8–7 · 53%10–5 · 67%too few to test
Lau10–9 · 53%4–3 · 57%too few to test
Jacky11–10 · 52%2–4 · 33%too few to test
Aoi9–7 · 56%2–3 · 40%too few to test
Wolf7–5 · 58%8–6 · 57%too few to test
Vanessa4–9 · 31%4–8 · 33%too few to test
Kage4–4 · 50%5–4 · 56%too few to test
El Blaze9–7 · 56%1–2 · 33%too few to test

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

How is this tested?

El Blaze

Career
383–282 · 57.6%
This season
280 matches · 64.6%
Peak rank
41

First hit in 51.3% of 1,133 rounds. Won 58.5% of the rounds they struck first, 56.5% of the rounds they were struck first.

Significant Tells

  • Against Brad: evades first in 13.0% of rounds, against 2.4% against everyone else.
  • After opening the round before by moving in: moves in first in 38.2% of rounds, against 22.8% after anything else.
  • When behind: moves in first in 34.7% of rounds, against 22.3% when ahead or level.
  • In round 4 or later: opens with “backdash into evade down” in 10.6% of rounds, against 6.8% in their other rounds.
  • Against Jean: opens with “backdash into 46K Head Smash Kick” in 12.7% of rounds, against 4.7% against everyone else.
  • After opening the round before with “backdash into 46K Head Smash Kick”: opens with “backdash into 46K Head Smash Kick” in 13.0% of rounds, against 4.7% after anything else.

How is this tested?

backdash into evade down897.8%
backdash into Darkness Sword43K+G847.4%
backdash into Head Smash Kick46K605.3%
Demon Dance9P+K into Demon's Tail9P+KK575.0%
forward dash into Rolling Low Knuckle1P504.4%
backward movement into Shadow Strike6P403.5%
forward dash into throwP+G363.2%
forward dash into Head Smash Kick46K332.9%
Shouda46PP into Rising Back Spin Kick46PPK302.6%
backdash into throw escape282.5%
forward dash into Low Spin Kick2K+G242.1%
forward movement into punchP221.9%
High-Speed Jab46P into Shouda46PP211.8%
forward dash into guardG171.5%
crouch dash back into Straight6P+K151.3%

184 further openings account for the other 535 rounds.

By stage type

Record against each character on walled and open stages, as El Blaze

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky17–9 · 65%8–4 · 67%too few to test
Lau8–8 · 50%6–0 · 100%too few to test
Shun10–4 · 71%6–3 · 67%too few to test
Jean15–3 · 83%0–1 · 0%too few to test
Akira4–3 · 57%5–3 · 62%too few to test

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

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 (48 here; about 2.4 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: 11 of 16 tests hold up
  • Jeffry: 7 of 17 tests hold up
  • El Blaze: 6 of 15 tests hold up