VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

retro-gamer--999

Career matches2,180
Career win rate50.3%
Round win rate46.5%
Peak rank30
Distinct opponents68
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1474 #2,188 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

Brad302,1441,0751,06950.1%
Wolf—36211558.3%

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

442 of 580 rounds counted

6.8 inputs a second (407 a minute) this season. Faster than 39% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad6.8407442

By opponent's character

Goh6.539253
Aoi6.941748
Akira7.042133
Jacky6.740241
Sarah6.941534
Lau6.941631
Eileen5.43259
Jean6.840628
Pai7.042225
Wolf6.740122
Jeffry7.343822
Kage7.042310
El Blaze6.941223
Shun6.538820
Lion7.042013
Taka5.734310
Vanessa6.639712
Lei Fei6.74024
Brad6.43854

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

Goh1810855.6%+16.8
Aoi168850.0%+1.8
Akira114736.4%-4.9
Jacky116554.5%+18.9
Sarah104640.0%+2.1
Lau93633.3%-7.5
Eileen74357.1%+18.4
Jean71614.3%-18.7
Pai72528.6%-3.7
Wolf71614.3%-22.6
Jeffry62433.3%-1.1
Kage62433.3%-2.5
El Blaze5050.0%-33.3
Shun51420.0%-15.3
Lion42250.0%+5.9
Taka42250.0%+17.6
Vanessa32166.7%+24.9
Lei Fei2020.0%-44.6
Brad1010.0%-29.6

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

Low Fence1971236.8%-2.9
Breakable Full Fence178947.1%+8.8
Single Wall1741323.5%-12.2
Full Fence and Open1541126.7%-13.9
Breakable Half Fence124833.3%-2.3
Half Fence125741.7%+0.5
Rectangle124833.3%-8.1
Open115645.5%+9.5
Full Fence83537.5%-9.8
Octagon75271.4%+32.4

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
Walls6842.6%40.2%+2.4
No walls4734.0%36.9%-2.9

Walls against open: +5.3 points (95% range -13.3 to +23.9), p 0.578 — 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

滝太郎(Takitarou) (Rank 30)2026/10/162020.0%
windowkhs (Rank 29)2026/09/1742250.0%
ooosugi1202 (Rank 28)2026/09/1743175.0%
FreddieKing (Rank 28)2026/07/292020.0%
abarezi (Rank 32)2026/07/2531233.3%
Sophitia_CN@bilibili (Rank 30)2026/07/252020.0%
A56-7W (Rank 27)2026/07/205050.0%
pallmtree (Rank 28)2026/07/1931233.3%
hexa-RAh (Rank 26)2026/06/2754180.0%
xXsoul-childXx (Rank 29)2026/06/27330100.0%
BANANA (Rank 29)2026/06/213030.0%
伍の人 (Rank 30)2026/06/212020.0%
drnneb75 (Rank 27)2026/06/2143175.0%
kobaman (Rank 26)2026/06/1932166.7%
鳩男 (Rank 30)2026/06/1961516.7%
Hypertension (Rank 31)2026/06/1841325.0%
ガリバー (Rank 30)2026/06/16220100.0%
タイヨウ (Rank 30)2026/06/162020.0%
あーにぃ (Rank 28)2026/06/1551420.0%
白☆髭 (Rank 30)2026/06/1032166.7%
JeanKujo (Rank 29)2026/06/1031233.3%
ぷこ (Rank 33)2026/06/0631233.3%
∈挙動不審∋ (Rank 32)2026/06/0331233.3%
Koromo (Rank 32)2026/05/062020.0%
MaxMuncy (Rank 25)2026/04/2443175.0%

Round openings

Brad

Career
1,075–1,069 · 50.1%
This season
139 matches · 38.9%
Peak rank
30

First hit in 44.3% of 562 rounds. Won 47.4% of the rounds they struck first, 46.3% of the rounds they were struck first.

Significant Tells

  • In round 2: attacks straight away in 63.7% of rounds, against 50.9% in their other rounds.
  • Against Akira: backs off first in 26.1% of rounds, against 2.3% against everyone else.
  • In round 1: opens with “1P Sharp Shoot” in 9.6% of rounds, against 2.6% in their other rounds.

How is this tested?

Ducking6P+K+G into Crush Knee KickK+G8414.8%
Middle Spin Kick66K5910.4%
Sharp Shoot1P into crouch396.9%
evade down into crouch dash forward305.3%
Sharp Shoot1P244.2%
Sharp Shoot1P into guardG223.9%
evade up into crouch dash forward193.4%
forward dash into Ten Kao6K193.4%
evade down183.2%
evade up into Sharp Shoot1P142.5%
evade down into throwP+G111.9%
evade up111.9%
throwP+G into High Spin KickK+G111.9%
backdash into evade up101.8%
evade up into Stop Kick4K91.6%

75 further openings account for the other 187 rounds.

Counted from 136 of the 139 matches played. The rest were not pulled for openings.

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: 3 of 15 tests hold up