VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Brad

NumberCoronet85

  • Taka
  • Jeffry
  • Shun
  • Kage
  • El Blaze
  • Goh
  • Jacky
  • Pai
  • Jean
  • Akira
Career matches624
Career win rate96.2%
Round win rate85.8%
Peak rank25
Distinct opponents53
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1636 #1,122 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

Brad248576989.4%
Jacky237975494.9%
Akira117874494.9%
El Blaze227874494.9%
Jeffry247574198.7%
Shun256665198.5%
Kage255958198.3%
Pai2336360100.0%
Taka2435350100.0%
Goh2226260100.0%
Jean17770100.0%

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

410 of 410 rounds counted

8.2 inputs a second (494 a minute) this season. Faster than 76% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad8.249568
Taka8.350060
Jeffry8.249448
Shun7.947645
Kage8.450539
El Blaze7.947639
Goh8.047735
Jacky8.450425
Pai8.148929
Jean8.349812
Akira9.959610

By opponent's character

Akira8.2491100
Goh8.349951
Jacky8.249443
Brad8.148835
Kage8.350027
Wolf8.048032
Lei Fei8.249420
Aoi7.645514
Taka7.846814
Vanessa8.651312
El Blaze9.25509
Pai9.356011
Shun8.65149
Dural8.14878
Eileen8.85277
Jean7.54488
Sarah9.25517
Jeffry7.44433

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

Akira29290100.0%+7.0
Goh1411378.6%-17.0
Jacky13130100.0%+2.9
Brad1110190.9%-3.8
Kage990100.0%+2.5
Wolf990100.0%+2.1
Lei Fei660100.0%+2.0
Aoi440100.0%+3.6
Taka440100.0%+2.0
Vanessa440100.0%+1.5
El Blaze330100.0%+4.2
Pai32166.7%-17.8
Shun330100.0%+1.0
Dural220100.0%+1.3
Eileen220100.0%+1.6
Jean220100.0%+3.1
Sarah220100.0%+3.3
Jeffry110100.0%+1.3

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

Open16160100.0%+3.5
Octagon14140100.0%+2.7
Low Fence1211191.7%-1.7
Full Fence119281.8%-15.3
Half Fence11110100.0%+2.0
Single Wall1110190.9%+2.5
Breakable Full Fence10100100.0%+3.2
Breakable Half Fence10100100.0%+1.9
Full Fence and Open87187.5%-5.5
Rectangle770100.0%+1.7

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
Walls6396.8%97.5%-0.7
No walls3994.9%93.5%+1.4

Walls against open: -2.1 points (95% range -11.1 to +7.0), p 0.652 — 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

daisomanager (Rank 11)2026/10/16330100.0%
dalmax72 (Rank 23)2026/10/16440100.0%
코나미스포츠 (Rank 21)2026/10/15440100.0%
moomoolien (Rank 17)2026/10/14330100.0%
kosk5906 (Rank 19)2026/10/13440100.0%
vf_hornwolf@뿔늑대 (Rank 24)2026/10/13220100.0%
漂泊の民回線ジプシー (Rank 37)2026/10/1332166.7%
格雷希欧 (Rank 23)2026/10/12220100.0%
富美 (Rank 22)2026/10/11880100.0%
kimxxxtt (Rank 22)2026/10/10990100.0%
大澳沙彌 (Rank 21)2026/10/10220100.0%
anachan194 (Rank 23)2026/10/10440100.0%
타우끼/taukee (Rank 36)2026/10/1063350.0%
yusyusonna (Rank 27)2026/10/10220100.0%
タウリン1000 (Rank 27)2026/10/10220100.0%
ねこ吉 (Rank 25)2026/10/09550100.0%
ILAYZA (Rank 23)2026/10/07440100.0%
マクシミリアン15世 (Rank 30)2026/10/07220100.0%
オニヤンマくん (Rank 14)2026/10/05220100.0%
HUN (Rank 22)2026/10/05220100.0%
GWO (Rank 23)2026/10/04220100.0%
김멋있다 (Rank 21)2026/10/04220100.0%
クトゥルフの呼び声 (Rank 20)2026/10/04440100.0%
IntakeAL (Rank 31)2026/10/0432166.7%
ohisama0123456 (Rank 1)2026/09/29220100.0%

Round openings

Every character

forward movement into backdash1416.9%
backdash into evade up89.6%
forward movement into Sit Jab44.8%
forward movement into Low Knuckle2P33.6%
forward movement into punchP33.6%
backdash into Volcano Upper4P+K22.4%
Dtee Sawk Dtrohng4P+K11.2%
Housui2P into backdash11.2%
Rimon Chouchu66P into forward dash11.2%
Sit Jab2P11.2%
back, up-back kick+guard47K+G11.2%
backdash into Darkness Sword43K+G11.2%
backdash into Ducking6P+K+G11.2%
backdash into Full Swing Upper33P11.2%
backdash into Hammer Smash46P+K11.2%

40 further openings account for the other 40 rounds.

Counted from 23 of the 84 matches played. The rest were not pulled for openings.

El Blaze

Career
74–4 · 94.9%
This season
11 matches · 100.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up615.4%
forward movement into backdash512.8%
forward movement into Sit Jab2P37.7%
backdash into Volcano Upper4P+K25.1%
Sit Jab2P12.6%
back, up-back kick+guard47K+G12.6%
backdash into Darkness Sword43K+G12.6%
backdash into Hammer Smash46P+K12.6%
backdash into High-Speed Jab46P12.6%
backdash into Middle Kick3K12.6%
backdash into Shadow Lance66K12.6%
backdash into Short Upper3P12.6%
backdash into Sit Jab2P12.6%
backdash into Straight6P+K12.6%
backdash into punchP12.6%

12 further openings account for the other 12 rounds.

Brad

Career
76–9 · 89.4%
This season
19 matches · 84.2%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into backdash436.4%
Dtee Sawk Dtrohng4P+K19.1%
backdash into Ducking6P+K+G19.1%
forward movement into Rapid Double JabP+K19.1%
forward movement into Sawk Klab6P+K19.1%
forward movement into Sit Jab2P19.1%
forward movement into Sway Back4P+K+G19.1%
forward movement into throwP+G19.1%

Counted from 3 of the 19 matches played. The rest were not pulled for openings.

Akira

Career
74–4 · 94.9%
This season
2 matches · 100.0%
Peak rank
11

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into backdash330.0%
Housui2P into backdash110.0%
Rimon Chouchu66P into forward dash110.0%
backdash into Jouho Senshou46P110.0%
backdash into evade up110.0%
backdash into kickK110.0%
forward movement into Housui2P110.0%
forward movement into Youhou33P110.0%

Jeffry

Career
74–1 · 98.7%
This season
15 matches · 93.3%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Low Knuckle2P330.0%
forward movement into punchP220.0%
backdash into Full Swing Upper33P110.0%
evade down into guardG110.0%
forward movement into Knuckle KickPK110.0%
forward movement into Middle Hell Stab6P+K110.0%
guardG into evade up110.0%

Counted from 3 of the 15 matches played. The rest were not pulled for openings.

Goh

Career
26–0 · 100.0%
This season
11 matches · 100.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into backdash228.6%
backdash into Ropputsubushi6P+K114.3%
backdash into evade down114.3%
backward movement into evade down114.3%
crouch dash back into Karura4P+K114.3%
forward movement into Fudousatsu Arata66P+K114.3%

Counted from 2 of the 11 matches played. The rest were not pulled for openings.

Kage

Career
58–1 · 98.3%
This season
12 matches · 100.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Nakageri3K133.3%
backdash into evade up133.3%
forward movement into Jizuridan2P133.3%

Counted from 1 of the 12 matches played. The rest were not pulled for openings.

Shun

Career
65–1 · 98.5%
This season
14 matches · 92.9%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into throwP+G133.3%
backward movement into evade up133.3%
guardG into evade down133.3%

Counted from 1 of the 14 matches played. The rest were not pulled for openings.

Not counted here: Jacky, Jean, Pai, Taka. Their matches 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • El Blaze: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Shun: not tested (too few rounds)