VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Brad

MistGun

  • Jacky
Career matches445
Career win rate62.9%
Round win rate58.2%
Peak rank31
Distinct opponents94
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1479 #2,160 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

Brad3144127716462.8%
Jacky2643175.0%

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

598 of 598 rounds counted

6.3 inputs a second (378 a minute) this season. Faster than 26% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad6.3378595
Jacky7.74643

By opponent's character

Jacky6.438399
Wolf6.237567
Goh6.136546
Brad6.337841
Akira6.740029
Aoi6.237034
Eileen6.538830
Jean6.338032
Kage6.438230
Sarah6.237531
Shun6.337629
Lau6.337931
Pai6.539330
El Blaze6.237123
Jeffry6.136420
Lion6.539110
Vanessa6.03587
Lei Fei6.13675
Taka6.03584

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

Jacky2721677.8%+21.1
Wolf189950.0%-10.1
Goh127558.3%-7.9
Brad105550.0%-7.4
Akira87187.5%+22.6
Aoi82625.0%-28.3
Eileen85362.5%+0.2
Jean83537.5%-24.0
Kage87187.5%+30.8
Sarah84450.0%-19.4
Shun85362.5%-0.9
Lau76185.7%+27.0
Pai72528.6%-32.9
El Blaze65183.3%+14.7
Jeffry52340.0%-20.7
Lion330100.0%+43.7
Vanessa21150.0%-21.2
Lei Fei1010.0%-69.2
Taka110100.0%+28.6

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 Fence2215768.2%+7.1
Rectangle2112957.1%-2.0
Octagon1811761.1%-1.4
Low Fence169756.2%-9.4
Open169756.2%-7.8
Breakable Half Fence148657.1%-0.5
Half Fence1412285.7%+22.6
Breakable Full Fence136746.1%-14.0
Single Wall106460.0%-4.4
Full Fence and Open74357.1%+1.3

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
Walls10262.7%60.9%+1.9
No walls4257.1%64.0%-6.9

Walls against open: +8.7 points (95% range -10.0 to +27.5), p 0.362 — 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

tamaneen (Rank 32)2026/09/062020.0%
pulpul-pulse (Rank 29)2026/08/302020.0%
ZANNEN-TAKUHAN (Rank 30)2026/08/30220100.0%
Caretta222 (Rank 34)2026/08/3041325.0%
west-muta (Rank 32)2026/08/3031233.3%
ちょいそる (Rank 34)2026/08/2921150.0%
ER_higante (Rank 30)2026/08/2564266.7%
nourusu (Rank 29)2026/08/24220100.0%
hot-milk-www (Rank 29)2026/08/24220100.0%
Sophitia_CN@bilibili (Rank 32)2026/08/2421150.0%
テクノモデル (Rank 33)2026/08/243030.0%
ボブソン (Rank 30)2026/08/2431233.3%
shima---n (Rank 30)2026/08/2443175.0%
SICHIROUJI (Rank 25)2026/08/24220100.0%
☆プなれ☆ (Rank 28)2026/08/24440100.0%
windowkhs (Rank 29)2026/08/232020.0%
リーウ (Rank 30)2026/08/232020.0%
gimoring (Rank 27)2026/08/2331233.3%
negipy (Rank 30)2026/08/23330100.0%
きてぃ☆ (Rank 31)2026/08/2332166.7%
土俵際 (Rank 32)2026/08/23220100.0%
chi_eri_777 (Rank 27)2026/08/17220100.0%
sakaekotobuki39 (Rank 12)2026/08/0332166.7%
たぱ (Rank 12)2026/07/27220100.0%
chipopo0920 (Rank 4)2026/07/20550100.0%

Round openings

Every character

Middle Spin Kick66K8313.8%
backward movement into Sawk Klab6P+K498.2%
backdash into evade up376.2%
backdash into guardG254.2%
backdash into evade down244.0%
guardG into evade up233.8%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK203.3%
Ducking6P+K+G into Crush Knee KickK+G193.2%
backdash into Ducking6P+K+G183.0%
punchP into kickK162.7%
guardG142.3%
Dtee Sawk Dtrohng4P+K132.2%
backward movement into evade up122.0%
crouch dash back into evade down111.8%
Elbow Hook6P into kickK101.7%

101 further openings account for the other 226 rounds.

Brad

Career
277–164 · 62.8%
This season
154 matches · 61.0%
Peak rank
31

First hit in 46.5% of 592 rounds. Won 64.4% of the rounds they struck first, 52.7% of the rounds they were struck first.

Significant Tells

  • After opening the round before by attacking: backs off first in 56.7% of rounds, against 39.5% after anything else.
  • After opening the round before with “66K Middle Spin Kick”: opens with “backdash into evade up” in 9.7% of rounds, against 5.0% after anything else.

How is this tested?

Middle Spin Kick66K8313.9%
backward movement into Sawk Klab6P+K498.2%
backdash into evade up376.2%
backdash into evade down244.0%
backdash into guardG244.0%
guardG into evade up233.9%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK203.4%
Ducking6P+K+G into Crush Knee KickK+G193.2%
backdash into Ducking6P+K+G183.0%
punchP into kickK162.7%
guardG142.4%
Dtee Sawk Dtrohng4P+K132.2%
backward movement into evade up122.0%
crouch dash back into evade down111.8%
Elbow Hook6P into kickK101.7%

99 further openings account for the other 224 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky17–5 · 77%4–1 · 80%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?

Jacky

Career
3–1 · 75.0%
This season
1 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Slide Shuffle (Deflect)4P+K+G133.3%
Step-in Middle Kick66K+G133.3%
backdash into guardG133.3%

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: 2 of 15 tests hold up
  • Jacky: not tested (too few rounds)