VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

toko-taku

  • Goh
  • Jeffry
  • Lau
  • Akira
  • Vanessa
Career matches494
Career win rate72.3%
Round win rate63.1%
Peak rank36
Distinct opponents28
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1760 #514 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

Brad3637527210372.5%
Goh2979552469.6%
Jeffry272517868.0%
Lau27109190.0%
Akira2643175.0%
Vanessa26110100.0%

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

138 of 236 rounds counted

9.3 inputs a second (559 a minute) this season. Faster than 90% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad9.556880
Goh8.651640
Lau9.45634
Akira10.86508
Vanessa9.85866

By opponent's character

El Blaze9.054223
Goh9.356023
Jeffry9.255424
Pai9.657319
Jacky9.456516
Aoi9.85866
Lion9.65787
Brad9.45638
Jean10.86508
Kage5.53294

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

El Blaze84450.0%-22.5
Goh64266.7%-11.3
Jeffry660100.0%+26.4
Pai65183.3%+10.9
Akira53260.0%-4.7
Jacky54180.0%+8.9
Wolf54180.0%+9.0
Aoi440100.0%+29.6
Lion43175.0%+3.2
Lei Fei31233.3%-40.6
Brad21150.0%-15.0
Jean220100.0%+23.5
Shun2020.0%-71.1
Eileen110100.0%+41.4
Kage110100.0%+28.6

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 Fence116554.5%-15.9
Breakable Half Fence107370.0%-0.8
Half Fence86275.0%+6.0
Octagon660100.0%+26.3
Full Fence and Open43175.0%-5.7
Open43175.0%+3.4
Rectangle31233.3%-40.6
Single Wall32166.7%-0.3
Full Fence1010.0%-82.3

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
Walls2871.4%72.2%-0.7
No walls1861.1%68.4%-7.3

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

babukichi (Rank 38)2026/07/2921150.0%
寿司眼鉄 (Rank 36)2026/07/2832166.7%
胃弱 (Rank 25)2026/07/27220100.0%
interceptor (Rank 36)2026/07/2332166.7%
ふぇに (Rank 34)2026/07/22110100.0%
NORESPECT (Rank 35)2026/07/2254180.0%
タイヨウ (Rank 33)2026/07/17440100.0%
漂泊の民回線ジプシー (Rank 35)2026/07/06220100.0%
Hi:D (Rank 36)2026/07/0521150.0%
アベル (Rank 29)2026/06/29110100.0%
吉良吉カゲ (Rank 26)2026/06/2732166.7%
え~る (Rank 29)2026/06/2653260.0%
nasumiso (Rank 27)2026/06/18220100.0%
亀 (Rank 23)2026/05/24220100.0%
入れ込むかもしれない (Rank 27)2026/05/19110100.0%
龍仙人【鬼手仏心】 (Rank 26)2026/05/10220100.0%
ロストマン (Rank 30)2026/05/05220100.0%
NOCKDANTALCHUL (Rank 26)2026/05/0521150.0%
貧乏リオン/binboulion (Rank 34)2026/05/0521150.0%
D A I (Rank 35)2026/05/0531233.3%
ぬっき~@ (Rank 34)2026/05/05110100.0%
はげまん (Rank 27)2026/05/0521150.0%
南部の釣れないルアー (Rank 28)2026/05/052020.0%
Aki (Rank 38)2026/04/2621150.0%
MikuMartineau (Rank 29)2026/04/26110100.0%

Round openings

Every character

backdash into evade up3313.9%
forward dash into evade up166.8%
backdash into Sway Back4P+K+G83.4%
crouch dash forward into throw escape83.4%
crouch dash forward into evade down73.0%
throw escape52.1%
crouch dash forward into crouch41.7%
forward dash into Sharp Shoot1P41.7%
Dtee Sawk Dtrohng4P+K31.3%
Ducking6P+K+G into Crush Knee KickK+G31.3%
backward movement into evade up31.3%
crouch dash forward into Sit Jab2P31.3%
evade down into guardG31.3%
evade up into crouch dash forward31.3%
forward dash into Stop Kick4K31.3%

115 further openings account for the other 131 rounds.

Brad

Career
272–103 · 72.5%
This season
28 matches · 67.9%
Peak rank
36

First hit in 42.2% of 109 rounds. Won 65.2% of the rounds they struck first, 57.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1210.5%
forward dash into evade up97.9%
backdash into Sway Back4P+K+G87.0%
crouch dash forward into evade down65.3%
crouch dash forward into crouch43.5%
forward dash into Sharp Shoot1P43.5%
Dtee Sawk Dtrohng4P+K32.6%
Ducking6P+K+G into Crush Knee KickK+G32.6%
crouch dash forward into Sit Jab2P32.6%
crouch dash forward into throw escape32.6%
forward dash into Stop Kick4K32.6%
backward movement into evade up21.8%
crouch dash forward into Dtee Sawk Combination3PP21.8%
evade down into guardG21.8%
evade up into Sit Jab2P21.8%

48 further openings account for the other 48 rounds.

Jeffry

Career
17–8 · 68.0%
This season
11 matches · 54.5%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up48.9%
forward dash into evade up48.9%
throw escape48.9%
Ducking Low2K+G24.4%
Middle Hell Stab6P+K24.4%
crouch dash forward into throw escape24.4%
evade up into crouch dash forward24.4%
Dash Elbow66P into Double KnucklePP12.2%
Low Knuckle2P12.2%
backdash into Full Swing Double Hammer41236P+K12.2%
backdash into Head Attack46P+K12.2%
backdash into Heavy Back Knuckle4P12.2%
backdash into Hell Claw236P12.2%
backdash into Megaton Knuckle43P+K12.2%
backdash into Toe Kick2K12.2%

17 further openings account for the other 17 rounds.

Goh

Career
55–24 · 69.6%
This season
12 matches · 75.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1431.8%
crouch dash forward into throw escape36.8%
Sune Kudaki43P24.5%
backdash into Karura4P+K24.5%
crouch dash forward into Kirin33P24.5%
forward dash into evade up24.5%
Karura4P+K12.3%
Sune Kudaki43P into Kirin33P12.3%
Sune'uchi2P12.3%
backdash into Batousatsu3KP12.3%
backdash into Fudousatsu Arata66P+K12.3%
backdash into Maegeri3K12.3%
backdash into Shouzuka Okuri1P+K12.3%
backdash into Sune'uchi2P12.3%
backdash into throwP+G12.3%

10 further openings account for the other 10 rounds.

Lau

Career
9–1 · 90.0%
This season
5 matches · 100.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up315.0%
crouch dash forward into Chugeki6P210.0%
forward dash into Sako Soushou4P+K210.0%
backdash into Risensou46P+K15.0%
backdash into Rouko Tankai6P+K15.0%
backdash into evade down15.0%
backward movement into evade up15.0%
crouch dash forward into Kensou4P15.0%
crouch dash forward into Sako Soushou4P+K15.0%
crouch dash forward into evade down15.0%
crouch into Junho Chushou33P15.0%
crouch into evade down15.0%
evade down into Junho Chushou33P15.0%
forward dash into evade down15.0%
forward dash into evade up15.0%

1 further openings account for the other 1 rounds.

Akira

Career
3–1 · 75.0%
This season
2 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P225.0%
Jouho Touken6P112.5%
backdash into Chouyoushu1P112.5%
backdash into Fujinkyaku2K+G112.5%
backdash into SoutoP+K112.5%
crouch dash back into ZanshuK+G112.5%
throw escape112.5%

Vanessa

Career
1–0 · 100.0%
This season
2 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: forward dash into evade up233.3%
Defensive Style: evade down into Jab~BodyPP116.7%
Defensive Style: forward dash into Back Knuckle6P116.7%
Defensive Style: forward movement into Stopping Low2K116.7%
Offensive Style: forward movement into Bunker Buster9P116.7%

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

  • Brad: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)