VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

Otis04

Career matches914
Career win rate53.8%
Round win rate51.0%
Peak rank29
Distinct opponents55
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1523 #1,860 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

Brad2991449242253.8%

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

371 of 408 rounds counted

9.4 inputs a second (566 a minute) this season. Faster than 91% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad9.4566371

By opponent's character

Jacky9.557276
Jeffry9.356060
Wolf9.758141
Aoi9.859037
Akira9.556828
Kage8.752313
Pai8.953513
Jean9.255022
El Blaze9.456618
Goh9.758316
Sarah9.154618
Lion9.456311
Dural9.95953
Lau9.75805
Lei Fei7.94774
Shun9.55683
Vanessa9.75833

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

Jacky1811761.1%+12.0
Jeffry156940.0%-8.8
Wolf117463.6%+8.9
Aoi96366.7%+14.4
Akira84450.0%-1.1
Kage73442.9%-12.5
Pai62433.3%-25.0
Jean51420.0%-32.6
El Blaze42250.0%+7.2
Goh42250.0%-2.5
Sarah440100.0%+40.9
Lion31233.3%-18.6
Dural110100.0%+28.9
Lau110100.0%+38.0
Lei Fei1010.0%-57.2
Shun1010.0%-72.1
Vanessa110100.0%+57.4

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

Single Wall156940.0%-12.7
Breakable Half Fence136746.1%-6.3
Breakable Full Fence117463.6%+11.3
Full Fence116554.5%+8.4
Low Fence116554.5%+1.6
Rectangle86275.0%+18.0
Octagon76185.7%+28.5
Open73442.9%-16.3
Half Fence51420.0%-28.3
Full Fence and Open1010.0%-48.4

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
Walls5558.2%52.6%+5.5
No walls3345.5%53.1%-7.6

Walls against open: +13.2 points (95% range -8.3 to +34.7), p 0.230 — 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

GreenJacky (Rank 30)2026/09/29110100.0%
さくら饅頭 (Rank 31)2026/09/2942250.0%
こて (Rank 28)2026/09/2363350.0%
Sinabro (Rank 28)2026/09/151010.0%
Tesh10 (Rank 27)2026/09/1421150.0%
HIROCHILL (Rank 29)2026/07/2731233.3%
tamaneen (Rank 32)2026/07/2743175.0%
ルビーロマン葵 (Rank 30)2026/07/2741325.0%
カプリッチョ (Rank 26)2026/07/2721150.0%
フェイス (Rank 32)2026/07/27110100.0%
え~る (Rank 31)2026/07/2763350.0%
猫鼻 (Rank 31)2026/07/2751420.0%
亀 (Rank 25)2026/07/25220100.0%
失礼!スマッシュ☆彡 (Rank 24)2026/07/0921150.0%
U-suke (Rank 28)2026/07/052020.0%
ま~く (Rank 26)2026/07/03220100.0%
ぽん (Rank 25)2026/07/0321150.0%
★★★★★ (Rank 29)2026/06/272020.0%
リーウ (Rank 30)2026/06/26330100.0%
入れ込むかもしれない (Rank 28)2026/06/1142250.0%
manekinecogames (Rank 24)2026/06/08220100.0%
音の勢-リック (Rank 30)2026/06/0821150.0%
(´・ω・`) (Rank 23)2026/05/19110100.0%
さざび (Rank 26)2026/05/1731233.3%
Shako_P (Rank 23)2026/05/1732166.7%

Round openings

Brad

Career
492–422 · 53.8%
This season
99 matches · 52.5%
Peak rank
29

First hit in 40.9% of 406 rounds. Won 58.4% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

crouch into Sharp Shoot1P358.6%
backdash into Stop Kick4K338.1%
Middle Spin Kick66K307.3%
Sway Back4P+K+G into Mighty Knee UpperK235.6%
Jackal Straight46P+K into Elbow Hook6P225.4%
Ducking6P+K+G into Sting BlowP+K184.4%
Jackal Straight46P+K into Jab StraightPP163.9%
Dtee Sawk Dtrohng4P+K143.4%
backward movement into Sawk Klab6P+K133.2%
punchP into Jab~High KickPK133.2%
Jackal Straight46P+K into punchP82.0%
evade down into throwP+G82.0%
forward dash into Ten Kao6K82.0%
crouch into Sit Jab2P71.7%
Sway Back4P+K+G into BreakdownP+K61.5%

93 further openings account for the other 154 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 (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Brad: 0 of 14 tests hold up