VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

Evolution.K

Career matches3,704
Career win rate49.1%
Round win rate47.8%
Peak rank29
Distinct opponents178
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1510 #1,946 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

Brad293,7041,8191,88549.1%

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

1,117 of 1,301 rounds counted

4.8 inputs a second (289 a minute) this season. Faster than 1% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad4.82891,117

By opponent's character

Jacky5.0303143
Wolf5.0298109
Akira4.929492
Goh5.029865
Pai4.828981
Jeffry4.728482
Jean4.627869
Aoi4.828634
Eileen4.627856
Kage4.527257
Lau4.929351
Sarah4.828646
Shun4.728339
Lei Fei4.728446
El Blaze4.728345
Lion4.728320
Vanessa4.828531
Brad5.029726
Taka4.124621
Dural5.13064

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

Jacky39152438.5%-6.1
Wolf33181554.5%+4.4
Akira32151746.9%+4.7
Goh2481633.3%-13.8
Pai22101245.5%-1.3
Jeffry2191242.9%-5.8
Jean1861233.3%-6.6
Aoi145935.7%-14.8
Eileen148657.1%+4.7
Kage1410471.4%+26.3
Lau147750.0%+4.2
Sarah1441028.6%-13.3
Shun148657.1%+12.5
Lei Fei125741.7%+5.8
El Blaze106460.0%+17.7
Lion95455.6%+13.8
Vanessa81712.5%-39.5
Brad63350.0%+10.2
Taka64266.7%+22.4
Dural21150.0%-1.2

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Low Fence43251858.1%+11.9
Octagon39152438.5%-6.2
Half Fence38122631.6%-13.5
Full Fence34142041.2%-2.9
Open32141843.8%-3.9
Breakable Full Fence29131644.8%-2.4
Breakable Half Fence22121054.5%+9.4
Rectangle2291340.9%-3.0
Full Fence and Open1711664.7%+13.2
Single Wall1771041.2%-1.7

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18440.8%44.5%-3.7
No walls9250.0%46.7%+3.3

Walls against open: -7.0 points (95% range -20.0 to +6.0), p 0.291 — 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

ありがとナス (Rank 26)2026/10/0431233.3%
きてぃ☆ (Rank 28)2026/09/2273442.9%
camelvf (Rank 26)2026/09/2243175.0%
fdjskjfsdls (Rank 28)2026/09/1242250.0%
しゅが~nsr (Rank 26)2026/08/2351420.0%
yajiron0621 (Rank 31)2026/08/0263350.0%
night--ranger7 (Rank 32)2026/07/3154180.0%
Grimaster (Rank 30)2026/07/3142250.0%
dij_0826 (Rank 27)2026/07/3143175.0%
Kuro---maru8 (Rank 28)2026/07/2732166.7%
Bird-Tat (Rank 31)2026/07/2731233.3%
allgonnaworkout (Rank 27)2026/07/2632166.7%
金田一の少年 (Rank 27)2026/07/26330100.0%
nyu_necoginjo (Rank 29)2026/07/23330100.0%
無槪念野獸/무개념야수 (Rank 25)2026/07/2231233.3%
remiuyu (Rank 29)2026/07/1952340.0%
miso_kobe24 (Rank 26)2026/07/1432166.7%
雷電 (Rank 30)2026/07/1052340.0%
tidy_stamp37 (Rank 28)2026/07/054040.0%
HaseMasa (Rank 25)2026/07/0532166.7%
NekoPunchMaster (Rank 29)2026/07/0551420.0%
トマト牛乳♪ (Rank 26)2026/07/0531233.3%
【降格】山盛り (Rank 30)2026/07/0431233.3%
yagio130r (Rank 25)2026/06/2832166.7%
kobaman (Rank 27)2026/06/2342250.0%

Round openings

Brad

Career
1,819–1,885 · 49.1%
This season
326 matches · 45.4%
Peak rank
29

First hit in 44.8% of 1,288 rounds. Won 51.1% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 26.5% of rounds, against 19.4% in their other rounds.
  • Against Akira: backs off first in 13.3% of rounds, against 5.0% against everyone else.
  • After winning a round: backs off first in 11.7% of rounds, against 3.8% after losing one.
  • In round 1: opens with “throw escape” in 15.7% of rounds, against 3.5% in their other rounds.
  • Against Pai: opens with “G guard” in 42.7% of rounds, against 25.5% against everyone else.

How is this tested?

guardG34726.7%
guardG into Destruction Body3P+K967.4%
throw escape856.5%
guardG into punchP564.3%
guardG into throw escape544.2%
backdash into Stop Kick4K524.0%
guardG into Slipping28P+K+G413.1%
no input302.3%
guardG into Spine Whip4P282.1%
Middle Spin Kick66K272.1%
guardG into throwP+G272.1%
guardG into Ducking6P+K+G262.0%
guardG into Rapid Double JabP+K251.9%
Destruction Body3P+K into Rapid Double JabP+K221.7%
guardG into Stop Kick4K201.5%

116 further openings account for the other 364 rounds.

Counted from 325 of the 326 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
Jacky9–14 · 39%5–7 · 42%too few to test
Wolf4–8 · 33%3–4 · 43%too few to test
Akira7–9 · 44%7–4 · 64%too few to test
Goh6–10 · 38%1–3 · 25%too few to test
Pai4–10 · 29%5–1 · 83%too few to test
Jeffry3–9 · 25%1–1 · 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.

1 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?

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: 5 of 15 tests hold up