VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

ちょいそる

  • Shun
  • Vanessa
  • Jeffry
Career matches17,603
Career win rate49.4%
Round win rate49.4%
Peak rank35
Distinct opponents886
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1473 #2,196 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

Brad3510,7795,3625,41749.7%
Vanessa314,0712,0012,07049.1%
Shun282,5301,2241,30648.4%
Jeffry2722311510851.6%

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

12,087 of 15,344 rounds counted

7.0 inputs a second (422 a minute) this season. Faster than 47% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad7.04216,788
Shun7.14284,350
Vanessa6.6397936
Jeffry6.237113

By opponent's character

Jacky7.34411,183
Akira7.34361,205
Wolf7.04191,283
Jeffry7.0419646
Jean6.9415743
Goh6.9412707
Lau7.0423683
Lion7.1426580
El Blaze6.9412521
Kage6.9413572
Shun6.8411523
Pai7.3438434
Sarah7.0420529
Vanessa7.1427444
Brad7.0418498
Aoi7.3436354
Lei Fei6.9413377
Eileen6.7402290
Taka6.6394367
Dural7.3438148

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

Jacky40621419252.7%+4.3
Akira38418819649.0%-1.4
Wolf36118317850.7%+1.2
Jeffry24212511751.6%+3.5
Jean22111111050.2%+2.9
Goh21810811049.5%+1.0
Lau21811010850.5%+1.6
Lion1878710046.5%-1.0
El Blaze169858450.3%+1.5
Kage166828449.4%+1.4
Shun164788647.6%-1.6
Pai158807850.6%-1.4
Sarah154718346.1%-5.0
Vanessa150727848.0%-4.1
Brad141697248.9%+2.0
Aoi129517839.5%-9.8
Lei Fei117516643.6%-2.9
Eileen91385341.8%-5.7
Taka91474451.6%+0.9
Dural50212942.0%-5.0

0 of 20 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 20 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

Rectangle44921623348.1%-0.9
Single Wall40718622145.7%-3.0
Full Fence39320319051.6%+2.2
Open39120518652.4%+2.4
Half Fence38417421045.3%-3.2
Breakable Full Fence36619217452.5%+4.3
Low Fence34516018546.4%-2.4
Breakable Half Fence34117616551.6%+2.0
Octagon34116317847.8%+0.4
Full Fence and Open186929449.5%+0.5

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
Walls2,27449.4%48.8%+0.7
No walls1,14348.2%49.1%-0.9

Walls against open: +1.5 points (95% range -2.1 to +5.2), p 0.413 — 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

G-HIDE4731 (Rank 31)2026/10/14169756.2%
takeyan5608 (Rank 30)2026/10/14158753.3%
ぽん (Rank 29)2026/10/13168850.0%
ヘニオ (Rank 34)2026/10/1222111150.0%
タイヨウ (Rank 33)2026/09/301912763.2%
hsat0310 (Rank 35)2026/09/302071335.0%
失礼!スマッシュ☆彡 (Rank 26)2026/09/292316769.6%
cokeshi (Rank 32)2026/09/231811761.1%
nanami.madogiwa (Rank 32)2026/09/162091145.0%
fwnd1396 (Rank 31)2026/09/152012860.0%
ラオゥ (Rank 29)2026/09/141771041.2%
アセスルファムK (Rank 31)2026/09/142181338.1%
カミナリおやじ (Rank 27)2026/09/1437172046.0%
しゅが~nsr (Rank 26)2026/09/142415962.5%
nuku2pai428 (Rank 30)2026/09/141751229.4%
sakana5106 (Rank 26)2026/09/091661037.5%
midori6127 (Rank 27)2026/08/2626141253.9%
zephyr_dural (Rank 29)2026/08/262015575.0%
ジズー (Rank 27)2026/08/18179852.9%
躑躅 (Rank 35)2026/08/032982127.6%
ふぇに (Rank 34)2026/07/2821111052.4%
くろなぎ (Rank 31)2026/07/271551033.3%
Sore (Rank 36)2026/07/2722101245.5%
azn3_ayapin (Rank 35)2026/07/2223121152.2%
テクノモデル (Rank 34)2026/07/2026101638.5%

Round openings

Every character

backdash into Stop Kick4K9606.4%
Rapid Double JabP+K7955.3%
RengekiPP into Saishu RenkangekiPPP6334.2%
backdash into Sway Back4P+K+G6194.1%
Ducking6P+K+G into Crush Knee KickK+G4843.2%
Middle Spin Kick66K into Ten Kao6K3802.5%
Spine Whip4P into Lumpini Combination4PK3662.4%
Sharp Shoot1P3352.2%
Gyou'in Haishu3P into Tenshin Benshu4P+K3162.1%
crouch into Haisenchu Kaikakyaku1PK2751.8%
backdash into backward movement2621.8%
offensive move2221.5%
Offensive Style: Long Barrel Blow2181.4%
crouch into Sit Jab2P2181.4%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP2161.4%

863 further openings account for the other 8,698 rounds.

Counted from 3,728 of the 3,817 matches played. The rest were not pulled for openings.

Brad

Career
5,362–5,417 · 49.7%
This season
1,999 matches · 48.9%
Peak rank
35

First hit in 43.2% of 7,645 rounds. Won 53.7% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 61.0% of rounds, against 36.2% in their other rounds.
  • Against Aoi: evades first in 18.9% of rounds, against 2.2% against everyone else.
  • After opening the round before by evading: evades first in 12.9% of rounds, against 2.3% after anything else.
  • After winning a round: backs off first in 54.1% of rounds, against 45.5% after losing one.
  • When the score is level: backs off first in 53.3% of rounds, against 47.4% when ahead or behind.
  • In round 1: opens with “P+K Rapid Double Jab” in 25.1% of rounds, against 5.5% in their other rounds.
  • Against Jeffry: opens with “backdash into 4P+K+G Sway Back” in 25.1% of rounds, against 7.0% against everyone else.
  • On Rectangle stages: opens with “backdash into 4K Stop Kick” in 18.5% of rounds, against 11.5% on the other stages.
  • After opening the round before with “backdash into 4P+K+G Sway Back”: opens with “backdash into 4P+K+G Sway Back” in 19.7% of rounds, against 9.3% after anything else.
  • After the opponent opened the round before with “P punch”: opens with “backdash into 4K Stop Kick” in 25.5% of rounds, against 15.1% after anything else.
  • After winning a round: opens with “backdash into 4P+K+G Sway Back” in 14.2% of rounds, against 6.0% after losing one.
  • When ahead: opens with “backdash into 4P+K+G Sway Back” in 12.9% of rounds, against 8.2% when level or behind.

How is this tested?

backdash into Stop Kick4K96012.5%
Rapid Double JabP+K79510.3%
backdash into Sway Back4P+K+G6198.1%
Ducking6P+K+G into Crush Knee KickK+G4846.3%
Middle Spin Kick66K into Ten Kao6K3804.9%
Spine Whip4P into Lumpini Combination4PK3664.8%
Sharp Shoot1P3354.4%
crouch into Sit Jab2P2182.8%
backdash into Ducking6P+K+G2012.6%
backdash into backward movement1932.5%
Ducking6P+K+G into Sting BlowP+K1812.4%
backdash into guardG1411.8%
Jackal Straight46P+K1381.8%
backdash into Turn Savate44K1301.7%
backdash into Double Strike2KK971.3%

333 further openings account for the other 2,453 rounds.

Counted from 1,910 of the 1,999 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
Akira53–59 · 47%40–30 · 57%-7.9
Jacky56–47 · 54%32–26 · 55%+2.5
Wolf49–51 · 49%26–24 · 52%-1.3
Lau33–33 · 50%34–24 · 59%-9.9
Jean32–36 · 47%18–19 · 49%-6.1
Goh29–32 · 48%18–15 · 55%-6.1
Jeffry39–24 · 62%21–22 · 49%+14.7
Kage29–29 · 50%12–17 · 41%too few to test
Lion27–34 · 44%10–11 · 48%too few to test
Brad28–22 · 56%15–18 · 45%+6.9
Shun21–22 · 49%21–14 · 60%-14.6
Sarah17–21 · 45%13–20 · 39%+8.5
Vanessa16–24 · 40%15–12 · 56%too few to test
El Blaze11–23 · 32%13–13 · 50%too few to test
Lei Fei19–20 · 49%8–15 · 35%too few to test
Pai19–9 · 68%10–14 · 42%too few to test
Aoi10–27 · 27%3–3 · 50%too few to test
Dural13–22 · 37%6–6 · 50%too few to test
Eileen9–12 · 43%4–8 · 33%too few to test
Taka9–8 · 53%5–8 · 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.

89 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?

Shun

Career
1,224–1,306 · 48.4%
This season
1,096 matches · 49.2%
Peak rank
28

First hit in 58.2% of 4,323 rounds. Won 50.1% of the rounds they struck first, 48.5% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 15.4% of rounds, against 7.8% in their other rounds.
  • Against Shun: evades first in 5.5% of rounds, against 1.2% against everyone else.
  • After opening the round before by backing off: backs off first in 17.8% of rounds, against 11.2% after anything else.
  • After losing a round: waits first in 34.7% of rounds, against 14.0% after winning one.
  • When behind: waits first in 34.9% of rounds, against 18.2% when ahead or level.
  • On 1–4 drinks: waits first in 36.3% of rounds, against 23.1% on other drink counts.
  • In round 1: opens with “3P Gyou'in Haishu into 4P+K Tenshin Benshu” in 11.7% of rounds, against 5.8% in their other rounds.
  • Against Wolf: opens with “PP Rengeki into PPP Saishu Renkangeki” in 22.6% of rounds, against 13.4% against everyone else.
  • After opening the round before with “3P Gyou'in Haishu into 4P+K Tenshin Benshu”: opens with “3P Gyou'in Haishu into 4P+K Tenshin Benshu” in 10.8% of rounds, against 5.3% after anything else.
  • After the opponent opened the round before with “forward movement into P punch”: opens with “PP Rengeki into PPP Saishu Renkangeki” in 31.5% of rounds, against 12.5% after anything else.
  • After winning a round: opens with “46PP Rensai Gakushu into 46PPP Rengeki Gakushu” in 10.1% of rounds, against 1.8% after losing one.
  • When ahead: opens with “46PP Rensai Gakushu into 46PPP Rengeki Gakushu” in 11.1% of rounds, against 2.3% when level or behind.
  • On 10–14 drinks: opens with “46PP Rensai Gakushu into 46PPP Rengeki Gakushu” in 16.0% of rounds, against 4.8% on other drink counts.

How is this tested?

RengekiPP into Saishu RenkangekiPPP63314.6%
Gyou'in Haishu3P into Tenshin Benshu4P+K3167.3%
crouch into Haisenchu Kaikakyaku1PK2756.3%
offensive move2215.1%
Rensai Gakushu46PP into Rengeki Gakushu46PPP2034.7%
crouch into Haisenchu1P1814.2%
Kasen Chugeki6P into Kasen Zenbokushou6PP1423.3%
crouch into Gyousentai2K1323.0%
punchP1323.0%
Saishu RenkangekiPPP into Renkan ChougekiPPPK1262.9%
punchP into RengekiPP1062.4%
Chubu Soutenkyaku66K1032.4%
Haisenchu1P862.0%
Tenshin Haishu4P831.9%
backward movement into Kasen Zenbokushou6PP731.7%

246 further openings account for the other 1,539 rounds.

By stage type

Record against each character on walled and open stages, as Shun

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf50–45 · 53%11–19 · 37%+17.2
Jacky46–35 · 57%18–21 · 46%+10.5
Akira45–34 · 57%6–10 · 38%too few to test
Jean23–23 · 50%7–8 · 47%too few to test
El Blaze26–13 · 67%10–10 · 50%too few to test
Lau13–19 · 41%6–14 · 30%too few to test
Goh14–16 · 47%8–7 · 53%too few to test
Jeffry18–21 · 46%2–3 · 40%too few to test
Pai14–18 · 44%10–1 · 91%too few to test
Shun18–12 · 60%5–9 · 36%too few to test
Taka17–7 · 71%5–12 · 29%too few to test
Lion17–18 · 49%2–3 · 40%too few to test
Lei Fei10–10 · 50%7–12 · 37%too few to test
Kage10–9 · 53%5–7 · 42%too few to test
Sarah8–13 · 38%3–9 · 25%too few to test
Vanessa10–11 · 48%4–5 · 44%too few to test
Aoi15–11 · 58%1–1 · 50%too few to test
Eileen11–10 · 52%2–7 · 22%too few to test
Brad6–4 · 60%1–6 · 14%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.

How is this tested?

Vanessa

Career
2,001–2,070 · 49.1%
This season
719 matches · 49.1%
Peak rank
31

First hit in 22.2% of 2,921 rounds. Won 52.9% of the rounds they struck first, 48.6% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 50.5% of rounds, against 35.7% in their other rounds.
  • Against Shun: waits first in 18.9% of rounds, against 4.6% against everyone else.
  • After opening the round before by evading: evades first in 13.6% of rounds, against 3.8% after anything else.
  • When behind: waits first in 6.1% of rounds, against 3.3% when ahead or level.
  • In round 1: opens with “Defensive Style: Shadow Slicer into 6K Cut-in Knee Kick” in 7.8% of rounds, against 4.9% in their other rounds.
  • Against Aoi: opens with “Defensive Style: Shadow Slicer into 6K Cut-in Knee Kick” in 13.8% of rounds, against 5.1% against everyone else.
  • After opening the round before with “Offensive Style: Long Barrel Blow”: opens with “Defensive Style: Shadow Slicer into 6K Cut-in Knee Kick” in 9.5% of rounds, against 4.5% after anything else.
  • After winning a round: opens with “Defensive Style: Parrying High Kick (Deflect) into 46KP Parrying Combination” in 12.4% of rounds, against 4.8% after losing one.
  • When behind: opens with “Defensive Style: Shadow Slicer into 6K Cut-in Knee Kick” in 7.4% of rounds, against 3.4% when ahead or level.

How is this tested?

Offensive Style: Long Barrel Blow2187.4%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP2167.3%
Defensive Style: Shadow Slicer into Cut-in Knee Kick6K1665.6%
Offensive Style: Back Charge Kick1655.6%
Defensive Style: backdash into Stinger Low Blow1P+K1565.3%
Defensive Style: punch into Jab~BodyPP1374.7%
Offensive Style: backdash into back kick+guard4K+G1194.0%
Defensive Style: backdash into back kick+guard4K+G792.7%
Offensive Style: backdash into Back Charge Kick44K+G762.6%
Defensive Style: backdash into backward movement752.5%
Defensive Style: kick into Switch Left SlicerKK732.5%
Defensive Style: Back Charge Kick652.2%
Defensive Style: backdash into Shadow Slicer66K582.0%
Defensive Style: backdash into Back Charge Kick44K+G501.7%
Offensive Style: backdash into Bunker Buster9P501.7%

281 further openings account for the other 1,239 rounds.

By stage type

Record against each character on walled and open stages, as Vanessa

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky24–29 · 45%22–11 · 67%-17.4
Jeffry17–27 · 39%12–10 · 55%too few to test
Akira11–18 · 38%7–5 · 58%too few to test
Wolf16–11 · 59%13–10 · 57%too few to test
Pai15–22 · 41%5–4 · 56%too few to test
Aoi13–18 · 42%4–4 · 50%too few to test
Lion17–11 · 61%3–7 · 30%too few to test
Goh15–15 · 50%1–4 · 20%too few to test
Vanessa12–15 · 44%7–4 · 64%too few to test
El Blaze13–14 · 48%3–5 · 38%too few to test
Shun4–13 · 24%4–6 · 40%too few to test
Jean11–11 · 50%4–2 · 67%too few to test
Sarah12–8 · 60%4–7 · 36%too few to test
Brad7–10 · 41%2–6 · 25%too few to test
Kage9–8 · 53%4–1 · 80%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.

How is this tested?

Jeffry

Career
115–108 · 51.6%
This season
3 matches · 33.3%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Knee Attack6K into forward movement215.4%
Arrow Knuckle1P+K17.7%
Dash Elbow66P into punchP17.7%
Heavy Back Knuckle4P into Stomach Destroyer4PK17.7%
Knee Attack6K into forward dash17.7%
backdash into Head Attack46P+K17.7%
backdash into backward movement17.7%
backdash into evade down17.7%
backdash into guardG17.7%
evade down into Knee Push Wild Hook4KP17.7%
guardG into Knee Attack6K17.7%
guardG into up, up-forward kick89K17.7%

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 (54 here; about 2.7 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: 12 of 18 tests hold up
  • Shun: 13 of 19 tests hold up
  • Vanessa: 9 of 17 tests hold up
  • Jeffry: not tested (too few rounds)