VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Brad

abcdkazu1986

  • Akira
  • Jacky
  • Goh
Career matches5,151
Career win rate49.4%
Round win rate49.4%
Peak rank37
Distinct opponents525
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1480 #2,152 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

Brad375,0432,4712,57249.0%
Akira2874462862.2%
Jacky122824485.7%
Goh2664266.7%

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

6,527 of 6,527 rounds counted

11.6 inputs a second (695 a minute) this season. Faster than 99% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad11.66946,325
Akira13.3801135
Jacky13.279141
Goh6.740326

By opponent's character

Jacky11.5692835
Kage11.4687527
Akira11.9713458
Wolf12.1728426
Pai11.5688434
Sarah11.5690426
Brad11.4686361
Jean11.6693374
Goh11.8706351
Lau11.4687332
Jeffry11.9712293
El Blaze11.7703272
Shun11.6696258
Aoi11.4685228
Lei Fei11.4685203
Lion11.4682204
Vanessa11.6694194
Eileen11.3676160
Taka11.2669127
Dural11.770164

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

Jacky2011059652.2%+2.7
Kage133577642.9%-4.8
Akira116585850.0%+1.0
Wolf106584854.7%+5.1
Pai103564754.4%+6.3
Sarah101475446.5%-1.3
Brad91365539.6%-6.6
Jean91395242.9%-3.1
Goh83453854.2%+7.0
Lau81334840.7%-6.8
Jeffry72373551.4%+1.1
El Blaze69412859.4%+9.3
Shun65343152.3%+4.2
Aoi57223538.6%-9.8
Lei Fei51173433.3%-13.5
Lion50212942.0%-2.9
Vanessa49262353.1%+4.7
Eileen41212051.2%+1.3
Taka30131743.3%-6.7
Dural1510566.7%+9.8

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Rectangle1939010346.6%-1.3
Full Fence164828250.0%+0.6
Breakable Half Fence163828150.3%+0.8
Single Wall163838050.9%+4.5
Octagon161768547.2%-1.1
Open154767849.4%+0.1
Breakable Full Fence153738047.7%-0.2
Half Fence145618442.1%-5.7
Low Fence145677846.2%-2.0
Full Fence and Open77413653.2%+2.8

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
Walls97947.4%48.4%-1.0
No walls46248.9%48.0%+0.9

Walls against open: -1.8 points (95% range -7.3 to +3.6), p 0.511 — 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

VLW_PS (Rank 36)2026/10/18146842.9%
DJG10159 (Rank 36)2026/10/17103730.0%
タカユキお兄ちゃん/takayuki_vf (Rank 37)2026/10/12104640.0%
hattori1357 (Rank 34)2026/10/12124833.3%
RUSH (Rank 39)2026/10/101761135.3%
フルレバ (Rank 37)2026/10/09146842.9%
究極無敵 (Rank 38)2026/10/09101910.0%
B軍団 (Rank 36)2026/10/08159660.0%
ぷこ (Rank 36)2026/10/061541126.7%
Phrazes_For_The_Young (Rank 35)2026/10/06159660.0%
★闘将拉麵男★ (Rank 38)2026/10/06134930.8%
せんせゐ (Rank 36)2026/10/06111109.1%
うぬ (Rank 35)2026/10/04116554.5%
mikumoJacky (Rank 34)2026/10/04117463.6%
hsat0310 (Rank 36)2026/09/261861233.3%
junicue (Rank 32)2026/09/24116554.5%
ドランクン//Konpay (Rank 37)2026/09/17104640.0%
五寸釘くん (Rank 36)2026/09/17126650.0%
Wallaby360 (Rank 37)2026/09/17102820.0%
えなお (Rank 34)2026/09/171941521.1%
ankocat2 (Rank 37)2026/09/141221016.7%
kampfarkz (Rank 34)2026/09/14117463.6%
masazo1111 (Rank 36)2026/09/1096366.7%
joechou222 (Rank 35)2026/09/08106460.0%
寿司眼鉄 (Rank 37)2026/09/04127558.3%

Round openings

Every character

forward dash into Sharp Shoot1P4327.9%
Dtee Sawk Dtrohng4P+K3726.8%
Ducking6P+K+G into Crush Knee KickK+G3506.4%
backdash into Sway Back4P+K+G3456.3%
Jackal Straight46P+K2815.2%
backdash into evade down2755.1%
Sit Jab2P2735.0%
Jolt Upper3P into Jolt Upper~Spin Kick3PK1282.4%
forward dash into throwP+G1072.0%
Dtee Sawk Dtrohng4P+K into backdash1031.9%
backdash into throw escape791.4%
offensive move721.3%
punchP into forward dash651.2%
Further Low1K+G611.1%
Jolt Upper3P591.1%

340 further openings account for the other 2,438 rounds.

Counted from 1,337 of the 1,598 matches played. The rest were not pulled for openings.

Brad

Career
2,471–2,572 · 49.0%
This season
1,556 matches · 47.6%
Peak rank
37

First hit in 48.2% of 5,230 rounds. Won 51.6% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 32.9% of rounds, against 26.3% in their other rounds.
  • Against Wolf: evades first in 9.7% of rounds, against 3.2% against everyone else.
  • After opening the round before by waiting: waits first in 12.7% of rounds, against 1.6% after anything else.
  • After winning a round: attacks straight away in 55.3% of rounds, against 42.5% after losing one.
  • When ahead: attacks straight away in 52.0% of rounds, against 45.6% when level or behind.
  • In round 3: opens with “4P+K Dtee Sawk Dtrohng” in 9.1% of rounds, against 6.4% in their other rounds.
  • Against Akira: opens with “backdash into 4P+K+G Sway Back” in 14.8% of rounds, against 6.0% against everyone else.
  • On Breakable Half Fence stages: opens with “backdash into 4P+K+G Sway Back” in 9.1% of rounds, against 6.2% on the other stages.
  • After opening the round before with “backdash into 4P+K+G Sway Back”: opens with “4P+K Dtee Sawk Dtrohng” in 11.0% of rounds, against 7.5% after anything else.

How is this tested?

forward dash into Sharp Shoot1P4328.2%
Dtee Sawk Dtrohng4P+K3727.1%
Ducking6P+K+G into Crush Knee KickK+G3506.7%
backdash into Sway Back4P+K+G3456.5%
Jackal Straight46P+K2815.3%
Sit Jab2P2735.2%
backdash into evade down2675.1%
Jolt Upper3P into Jolt Upper~Spin Kick3PK1282.4%
forward dash into throwP+G1052.0%
Dtee Sawk Dtrohng4P+K into backdash1032.0%
backdash into throw escape751.4%
offensive move721.4%
punchP into forward dash651.2%
Further Low1K+G611.2%
Jolt Upper3P591.1%

290 further openings account for the other 2,276 rounds.

Counted from 1,295 of the 1,556 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
Jacky50–46 · 52%25–23 · 52%-2.3
Kage27–46 · 37%16–13 · 55%too few to test
Wolf39–32 · 55%9–13 · 41%too few to test
Akira34–28 · 55%11–13 · 46%too few to test
Pai31–27 · 53%7–4 · 64%too few to test
Brad16–22 · 42%13–18 · 42%-0.2
Jean20–28 · 42%6–10 · 38%too few to test
Goh28–23 · 55%6–9 · 40%too few to test
Lau15–20 · 43%11–15 · 42%too few to test
Sarah14–21 · 40%13–11 · 54%too few to test
El Blaze22–11 · 67%13–11 · 54%too few to test
Jeffry15–17 · 47%10–5 · 67%too few to test
Shun13–11 · 54%11–8 · 58%too few to test
Lei Fei11–27 · 29%4–2 · 67%too few to test
Aoi10–12 · 45%8–8 · 50%too few to test
Vanessa12–11 · 52%8–3 · 73%too few to test
Lion6–8 · 43%5–11 · 31%too few to test
Eileen8–12 · 40%5–4 · 56%too few to test
Taka5–6 · 45%3–5 · 38%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

261 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?

Akira

Career
46–28 · 62.2%
This season
31 matches · 71.0%
Peak rank
28

First hit in 53.0% of 134 rounds. Won 53.5% of the rounds they struck first, 63.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P2619.3%
Chouyoushu1P96.7%
Housui2P64.4%
forward dash into Souka Housui3P+K64.4%
punchP into KansuitaiPK64.4%
forward dash into Jouho Touken6P53.7%
backdash into evade down43.0%
crouch dash back43.0%
crouch dash back into backdash43.0%
Jouho Touken6P32.2%
Jouho Touken6P into Youteitou6K32.2%
Senzankou66P+K into throwP+G32.2%
crouch dash back into guardG32.2%
crouch dash forward into throw escape32.2%
Housui2P into crouch dash back21.5%

35 further openings account for the other 48 rounds.

Jacky

Career
24–4 · 85.7%
This season
11 matches · 81.8%
Peak rank
12

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Squat Straight2P512.2%
punchP into Punch High KickPK512.2%
backdash into evade down49.8%
backdash into Punch High KickPK24.9%
backdash into throw escape24.9%
forward dash into punchP24.9%
punchP into Jab StraightPP24.9%
Bil Jee6P+K12.4%
Jab StraightPP into Jab Double StraightPPP12.4%
Middle Smash6P into punchP12.4%
Slant Back Knuckle1P12.4%
Step-in Middle Kick66K+G12.4%
backdash into Slide Shuffle (Deflect)4P+K+G12.4%
backdash into evade up12.4%
backward movement into Slide Shuffle (Deflect)4P+K+G12.4%

11 further openings account for the other 11 rounds.

Not counted here: Goh. 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 (18 here; about 0.9 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: 9 of 18 tests hold up
  • Akira: not tested (too few rounds)
  • Jacky: not tested (too few rounds)