VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Brad

oto

Career matches1,465
Career win rate57.8%
Round win rate49.9%
Peak rank43
Distinct opponents110
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1845 #256 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

Brad431,46584761857.8%

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

1,421 of 1,421 rounds counted

7.9 inputs a second (474 a minute) this season. Faster than 69% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad7.94741,421

By opponent's character

Jacky8.2493132
Kage7.8466133
Lei Fei7.5451119
Brad7.8467116
Wolf8.1484118
Sarah7.947699
Vanessa7.947699
Shun8.047883
Lion8.148469
Jean7.947369
Lau8.349663
Akira8.048056
Aoi7.846858
Eileen7.947343
El Blaze7.645538
Pai8.048043
Taka7.444436
Jeffry8.047727
Goh7.947520

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

Jacky32171553.1%+5.7
Kage31181358.1%+5.9
Lei Fei29141548.3%-3.7
Brad28131546.4%+0.3
Wolf27101737.0%-13.4
Sarah2516964.0%+15.5
Vanessa24131154.2%-2.7
Shun20101050.0%+4.2
Lion178947.1%-7.6
Jean1613381.2%+22.0
Lau168850.0%-5.0
Akira1551033.3%-10.8
Aoi149564.3%+4.7
Eileen106460.0%+2.2
El Blaze104640.0%-12.7
Pai105550.0%-6.8
Taka92722.2%-21.3
Jeffry72528.6%-32.0
Goh550100.0%+49.8

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Full Fence45271860.0%+10.8
Low Fence44251956.8%+6.8
Half Fence39251464.1%+15.0
Rectangle35122334.3%-18.9
Breakable Full Fence34151944.1%-6.8
Octagon31171454.8%+1.9
Single Wall29111837.9%-17.6
Open27121544.4%-5.9
Breakable Half Fence25131252.0%+3.5
Full Fence and Open148657.1%+8.6

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20952.2%50.8%+1.3
No walls10048.0%51.5%-3.5

Walls against open: +4.8 points (95% range -8.1 to +17.8), p 0.465 — 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

ひらがなであおき (Rank 43)2026/10/09106460.0%
ミスプロ狼@tenrishoko (Rank 41)2026/10/0485362.5%
hatarakedo_tagayasedo... (Rank 42)2026/10/0461516.7%
manatsu_7 (Rank 41)2026/10/0464266.7%
『ρε』.α (Rank 41)2026/10/0484450.0%
使われジュニア。 (Rank 44)2026/10/0271614.3%
キルア (Rank 42)2026/09/2861516.7%
サンドイッチ (Rank 41)2026/09/2852340.0%
kothiyasanae (Rank 45)2026/09/286060.0%
ハナノコルンルン (Rank 40)2026/09/2564266.7%
カルティカ (Rank 42)2026/09/2584450.0%
モブ太郎 (Rank 42)2026/09/2496366.7%
あむざん (Rank 42)2026/09/2482625.0%
ビルちゃん (Rank 40)2026/09/2263350.0%
you_vf (Rank 43)2026/09/1052340.0%
シゲオ (Rank 42)2026/09/0772528.6%
堂島様 (Rank 43)2026/09/0662433.3%
かんしゅ (Rank 41)2026/09/0661516.7%
乱世の奸雄 (Rank 40)2026/09/0562433.3%
ビジネス8歳 (Rank 41)2026/09/0264266.7%
かべごん (Rank 38)2026/09/0253260.0%
マハリータまるこ (Rank 39)2026/08/3063350.0%
Mochi/かしわもち (Rank 41)2026/08/2464266.7%
힘내라코스피아직더물렸다. (Rank 40)2026/08/2454180.0%
Fibonacci (Rank 41)2026/08/2364266.7%

Round openings

Brad

Career
847–618 · 57.8%
This season
345 matches · 51.6%
Peak rank
43

First hit in 51.9% of 1,352 rounds. Won 53.6% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

  • Against Shun: evades first in 10.8% of rounds, against 1.5% against everyone else.
  • After opening the round before by waiting: waits first in 17.9% of rounds, against 8.4% after anything else.
  • In round 1: opens with “backdash into 4P+K+G Sway Back” in 14.0% of rounds, against 7.6% in their other rounds.
  • Against Jacky: opens with “backdash into evade up” in 16.8% of rounds, against 5.4% against everyone else.
  • On Rectangle stages: opens with “backdash into 4K Stop Kick” in 26.2% of rounds, against 10.6% on the other stages.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 20.3% of rounds, against 5.5% after anything else.
  • After winning a round: opens with “backdash into 4P+K+G Sway Back” in 10.2% of rounds, against 5.0% after losing one.

How is this tested?

backdash into Stop Kick4K15911.8%
backdash into evade down13710.1%
backdash into Sway Back4P+K+G1249.2%
Ducking6P+K+G into Crush Knee KickK+G1047.7%
backdash into evade up866.4%
guardG into throw escape624.6%
backdash into throw escape463.4%
backdash into Turn Savate44K352.6%
forward dash into Sharp Shoot1P322.4%
backdash into throwP+G312.3%
forward movement into punchP282.1%
Middle Spin Kick66K251.9%
backdash into Middle Spin Kick66K251.9%
Ducking6P+K+G into Sting BlowP+K231.7%
Middle Spin Kick66K into Ten Kao6K231.7%

120 further openings account for the other 413 rounds.

Counted from 328 of the 345 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
Kage10–8 · 56%5–3 · 62%too few to test
Brad9–10 · 47%3–4 · 43%too few to test
Jacky6–5 · 55%8–6 · 57%too few to test
Wolf6–9 · 40%2–6 · 25%too few to test
Lei Fei7–4 · 64%3–8 · 27%too few to test
Sarah10–6 · 62%5–2 · 71%too few to test
Vanessa12–7 · 63%0–3 · 0%too few to test
Shun6–3 · 67%2–6 · 25%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.

17 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: 7 of 15 tests hold up