VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

HADES__vvv

Career matches2,072
Career win rate54.9%
Round win rate49.7%
Peak rank38
Distinct opponents77
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1759 #525 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

Brad382,0721,13793554.9%

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

495 of 807 rounds counted

5.4 inputs a second (326 a minute) this season. Faster than 7% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad5.4326495

By opponent's character

Kage5.532949
Jacky5.532761
Akira5.633451
Lion5.532854
Jeffry5.532758
Aoi5.231045
Goh5.734019
Sarah5.130822
Lau5.633750
Wolf5.93537
Jean5.130727
Lei Fei5.83453
Pai5.633515
Brad5.029811
Shun5.332011
Vanessa5.432112

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

Kage24121250.0%+5.9
Jacky2361726.1%-25.6
Akira2214863.6%+25.0
Lion22111150.0%+2.6
Jeffry1881044.4%-4.5
Aoi1551033.3%-21.4
Goh157846.7%+0.8
Sarah138561.5%+16.6
Lau126650.0%-2.7
Wolf74357.1%+14.9
Jean63350.0%-5.4
Lei Fei42250.0%-2.5
Pai43175.0%+24.4
Brad3030.0%-41.7
Shun32166.7%+24.7
Vanessa31233.3%-20.1
Taka21150.0%-0.5

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

Open30121840.0%-7.9
Half Fence27111640.7%-5.6
Single Wall26151157.7%+13.1
Low Fence2191242.9%-6.6
Breakable Half Fence2011955.0%+5.6
Octagon167943.8%-2.8
Rectangle158753.3%+5.5
Full Fence136746.1%-6.3
Breakable Full Fence116554.5%+8.6
Full Fence and Open72528.6%-15.9

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls10248.0%47.9%+0.2
No walls7746.8%47.1%-0.4

Walls against open: +0.6 points (95% range -14.8 to +15.9), p 0.943 — 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

B軍団 (Rank 36)2026/09/2241325.0%
ENGLID (Rank 39)2026/09/1841325.0%
P式截拳道こくとう (Rank 41)2026/09/1532166.7%
STAGEW(ON)@스테이지원 (Rank 41)2026/09/1563350.0%
どっせ (Rank 41)2026/09/1351420.0%
ガウショ (Rank 39)2026/09/1332166.7%
しゆう@1974 (Rank 36)2026/09/1363350.0%
montanmo (Rank 39)2026/09/1231233.3%
漂泊の民回線ジプシー (Rank 37)2026/09/1253260.0%
BommyKnocker (Rank 35)2026/09/1032166.7%
banpal/バンパル (Rank 37)2026/09/0972528.6%
たあぼさん (Rank 35)2026/08/0452340.0%
ピーエス (Rank 38)2026/08/0341325.0%
寿司眼鉄 (Rank 36)2026/08/0352340.0%
へっぽこラウ (Rank 36)2026/07/31330100.0%
司馬 威太郎 (Rank 36)2026/07/2932166.7%
junkman (Rank 36)2026/07/2731233.3%
Pyro (Rank 36)2026/07/2131233.3%
cyomiko (Rank 41)2026/07/1663350.0%
interceptor (Rank 40)2026/07/15117463.6%
★闘将拉麵男★ (Rank 36)2026/05/1831233.3%
くりたろう (Rank 37)2026/05/0652340.0%
ゲッパー (Rank 37)2026/05/0551420.0%
タルタルモンク (Rank 35)2026/04/2681712.5%
ごうくんまん (Rank 39)2026/04/2632166.7%

Round openings

Brad

Career
1,137–935 · 54.9%
This season
196 matches · 47.5%
Peak rank
38

First hit in 44.9% of 798 rounds. Won 50.8% of the rounds they struck first, 48.9% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 51.0% of rounds, against 26.5% in their other rounds.
  • Against Akira: evades first in 10.8% of rounds, against 2.5% against everyone else.
  • In round 3: opens with “6P Elbow Hook” in 14.4% of rounds, against 5.7% in their other rounds.

How is this tested?

guardG739.1%
Elbow Hook6P637.8%
Jolt Upper3P into Jolt Upper~Spin Kick3PK566.9%
backward movement into Sawk Klab6P+K546.7%
crouch into Sit Jab2P384.7%
Ducking6P+K+G into Crush Knee KickK+G374.6%
Middle Spin Kick66K334.1%
Dtee Sawk Dtrohng4P+K313.8%
guardG into Stop Kick4K253.1%
Sway Back4P+K+G into Mighty Knee UpperK243.0%
Sawk Klab6P+K232.9%
backdash into Stop Kick4K202.5%
guardG into punchP192.4%
Sit Jab2P141.7%
guardG into Sharp Shoot1P141.7%

128 further openings account for the other 283 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Kage9–8 · 53%3–4 · 43%too few to test
Jacky4–5 · 44%2–10 · 17%too few to test
Akira5–3 · 62%5–3 · 62%too few to test
Lion7–6 · 54%3–3 · 50%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 (15 here; about 0.8 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: 3 of 15 tests hold up