VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Brad

game_uver

  • Lei Fei
  • Vanessa
  • El Blaze
Career matches5,816
Career win rate51.8%
Round win rate49.7%
Peak rank33
Distinct opponents179
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1604 #1,316 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

Brad334,0552,0172,03849.7%
Vanessa331,14362751654.9%
Lei Fei3143125217958.5%
El Blaze281871167162.0%

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

2,641 of 2,694 rounds counted

6.5 inputs a second (390 a minute) this season. Faster than 31% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad6.63961,498
Lei Fei6.3381443
Vanessa6.3378398
El Blaze6.4385302

By opponent's character

Lau6.6394341
Akira6.6397331
Jacky6.7402328
Jean6.6394262
Sarah6.4382149
Pai6.6394165
Wolf6.3376160
Shun6.4382120
Kage6.6397117
El Blaze6.338087
Vanessa6.3377101
Jeffry6.337989
Goh6.237281
Lion6.338171
Aoi6.136564
Brad6.539059
Eileen6.840555
Lei Fei6.438639
Dural7.042114
Taka5.93558

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

Lau86394745.4%-4.5
Akira81364544.4%-3.4
Jacky81453655.6%+7.3
Jean66333350.0%+4.6
Sarah45182740.0%-6.0
Pai41241758.5%+3.4
Wolf40231757.5%+2.5
Shun2992031.0%-25.2
Kage2820871.4%+16.1
El Blaze2416866.7%+19.6
Vanessa24131154.2%+0.8
Jeffry22111150.0%+0.5
Goh21111052.4%-4.6
Lion179852.9%+8.0
Aoi167943.8%-4.3
Brad1641225.0%-15.5
Eileen139469.2%+16.6
Lei Fei123925.0%-22.7
Dural3030.0%-50.0
Taka220100.0%+39.6

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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

Breakable Half Fence100475347.0%-1.6
Half Fence82394347.6%-2.9
Single Wall75354046.7%-3.7
Full Fence62372559.7%+12.8
Breakable Full Fence60293148.3%+0.7
Open60273345.0%-6.3
Octagon59322754.2%+3.3
Low Fence48242450.0%-1.1
Rectangle42152735.7%-12.9
Full Fence and Open36221461.1%+5.8

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
Walls40549.1%48.9%+0.2
No walls18347.0%50.5%-3.5

Walls against open: +3.7 points (95% range -5.4 to +12.8), p 0.428 — 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

五寸釘くん (Rank 34)2026/10/16156940.0%
TAPIOKA (Rank 30)2026/10/162013765.0%
MASTER-J (Rank 30)2026/10/12105550.0%
ぷこ (Rank 32)2026/10/1282625.0%
okb@j>おーけーびー (Rank 30)2026/10/111613381.2%
しゅが~nsr (Rank 27)2026/10/08137653.9%
MIES/ミース (Rank 30)2026/10/0282625.0%
くろね@のびしろF (Rank 36)2026/09/292381534.8%
クロサギ@はなちゃん (Rank 31)2026/09/18134930.8%
ジャキる。 (Rank 31)2026/09/1896366.7%
ヘニオ (Rank 35)2026/09/18136746.1%
BANANA (Rank 30)2026/09/1795455.6%
No.28 (Rank 32)2026/09/16117463.6%
kampfarkz (Rank 33)2026/09/1473442.9%
ミッチー (Rank 32)2026/09/1295455.6%
あいりく (Rank 36)2026/09/1093633.3%
Kwiitter_KR (Rank 32)2026/09/1096366.7%
金子です (Rank 30)2026/09/08137653.9%
megadeth0112 (Rank 30)2026/09/05105550.0%
にすと ☆能登VF部 (Rank 30)2026/08/2895455.6%
elf4sale (Rank 31)2026/08/2883537.5%
nanami.madogiwa (Rank 35)2026/08/25137653.9%
さみぃ_ANTARES (Rank 35)2026/08/251441028.6%
拳四郎 (Rank 36)2026/08/23101910.0%
chileung18 (Rank 30)2026/07/02103730.0%

Round openings

Every character

Ducking6P+K+G into Crush Knee KickK+G1988.0%
Dtee Sawk Dtrohng4P+K1044.2%
Elbow Hook6P into forward movement893.6%
Volcano Upper4P+K722.9%
Middle Spin Kick66K702.8%
Double Knee Solo9K602.4%
Fade Roll Kick7K582.3%
Zensoutai2K+G552.2%
Jolt Upper3P532.1%
SokutankyakuK+G into Shishi DaichoukouK+GP532.1%
offensive move522.1%
Sharp Shoot1P502.0%
backdash into Jackal Straight46P+K471.9%
Touku Tenshinkyaku8K+G411.6%
Rigoutai6K381.5%

382 further openings account for the other 1,449 rounds.

Counted from 617 of the 667 matches played. The rest were not pulled for openings.

Brad

Career
2,017–2,038 · 49.7%
This season
383 matches · 46.0%
Peak rank
33

First hit in 44.2% of 1,331 rounds. Won 50.9% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • Against Shun: evades first in 18.9% of rounds, against 4.9% against everyone else.
  • After winning a round: evades first in 8.4% of rounds, against 3.5% after losing one.
  • In round 2: opens with “4P+K Dtee Sawk Dtrohng” in 10.9% of rounds, against 6.7% in their other rounds.
  • Against Kage: opens with “6P+K+G Ducking into K+G Crush Knee Kick” in 41.0% of rounds, against 13.1% against everyone else.
  • After losing a round: opens with “66K Middle Spin Kick” in 8.7% of rounds, against 3.1% after winning one.

How is this tested?

Ducking6P+K+G into Crush Knee KickK+G19814.7%
Dtee Sawk Dtrohng4P+K1047.7%
Elbow Hook6P into forward movement896.6%
Middle Spin Kick66K705.2%
Double Knee Solo9K604.5%
Jolt Upper3P533.9%
Sharp Shoot1P503.7%
backdash into Jackal Straight46P+K473.5%
Destruction Body3P+K332.5%
backdash into Turn Savate44K302.2%
Destruction Body3P+K into Rapid Double JabP+K272.0%
backdash into Destruction Body3P+K261.9%
backdash into Stop Kick4K241.8%
crouch into Double Strike2KK231.7%
Turn Savate44K211.6%

142 further openings account for the other 491 rounds.

Counted from 333 of the 383 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
Jean14–11 · 56%7–14 · 33%too few to test
Akira13–16 · 45%1–4 · 20%too few to test
Lau8–14 · 36%2–6 · 25%too few to test
Jacky11–10 · 52%2–1 · 67%too few to test
Sarah9–10 · 47%4–4 · 50%too few to test
Wolf7–7 · 50%3–2 · 60%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.

50 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?

Lei Fei

Career
252–179 · 58.5%
This season
112 matches · 47.3%
Peak rank
31

First hit in 49.3% of 440 rounds. Won 49.8% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “2K+G Zensoutai” in 24.1% of rounds, against 8.5% in their other rounds.

How is this tested?

Zensoutai2K+G5512.4%
SokutankyakuK+G into Shishi DaichoukouK+GP5312.0%
offensive move449.9%
Touku Tenshinkyaku8K+G419.3%
Rigoutai6K388.6%
offensive move into evade down194.3%
Dantai4K153.4%
Souhikyaku9K+G153.4%
up-back kick7K112.5%
Sayu ShoukenPP into Renkan MahosuiPPP102.3%
SokutankyakuK+G81.8%
crouch into Fukusoushou2P61.4%
kickK into evade down61.4%
punchP into Sayu ShoukenPP61.4%
Niki Bunkyaku9K51.1%

63 further openings account for the other 111 rounds.

By stage type

Record against each character on walled and open stages, as Lei Fei

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira4–11 · 27%2–4 · 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?

Vanessa

Career
627–516 · 54.9%
This season
97 matches · 57.7%
Peak rank
33

First hit in 30.1% of 398 rounds. Won 64.2% of the rounds they struck first, 48.9% of the rounds they were struck first.

Significant Tells

  • After losing a round: moves in first in 25.0% of rounds, against 7.6% after winning one.

How is this tested?

Defensive Style: Stinger Low Blow235.8%
Offensive Style: forward movement into punchP225.5%
Defensive Style: Wind Elbow194.8%
Offensive Style: Bunker Buster194.8%
Defensive Style: kick into Switch Left SlicerKK164.0%
Offensive Style: evade up into Bunker Buster9P133.3%
Defensive Style: evade up123.0%
Defensive Style: Low Spin Slicer112.8%
Defensive Style: kick112.8%
Offensive Style: Clobbering Straight112.8%
Offensive Style: backdash into Back Charge Kick44K+G112.8%
Offensive Style: forward movement into Combo UpperPPP112.8%
Offensive Style: Back Charge Kick102.5%
Defensive Style: Back Charge Kick92.3%
Offensive Style: Landing Knee Kick into Hunting Kick66KK82.0%

90 further openings account for the other 192 rounds.

El Blaze

Career
116–71 · 62.0%
This season
75 matches · 62.7%
Peak rank
28

First hit in 53.3% of 300 rounds. Won 59.4% of the rounds they struck first, 50.7% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Volcano Upper4P+K7223.8%
Fade Roll Kick7K5819.2%
Fade Roll Kick7K into forward movement175.6%
Demon Dance9P+K into Demon's Tail9P+KK165.3%
crouch dash back into Demon's Tail9P+KK82.6%
High Spin KickK+G72.3%
backdash into Head Smash Kick46K51.7%
crouch dash back51.7%
crouch dash forward into Straight6P+K51.7%
forward movement into Quick HookPP51.7%
no input51.7%
Fade Roll Kick7K into backward movement41.3%
crouch into Backswing Rocket1P+K41.3%
crouch into Combination Blow3PP41.3%
forward movement into punchP41.3%

61 further openings account for the other 83 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 (55 here; about 2.8 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: 5 of 15 tests hold up
  • Lei Fei: 1 of 14 tests hold up
  • Vanessa: 1 of 11 tests hold up
  • El Blaze: 0 of 15 tests hold up