VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

DREPPER

  • Goh
  • Jeffry
  • Jacky
Career matches4,219
Career win rate52.2%
Round win rate50.4%
Peak rank38
Distinct opponents241
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1620 #1,221 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

Brad383,4831,8051,67851.8%
Goh2932517315253.2%
Jacky2824613011652.9%
Jeffry29165966958.2%

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

2,049 of 2,549 rounds counted

8.7 inputs a second (522 a minute) this season. Faster than 83% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad8.75201,781
Goh9.0540101
Jeffry8.8527142
Jacky9.356125

By opponent's character

Jacky8.7522295
Akira9.3556171
Lau8.9534142
Jeffry8.5508138
Sarah8.5510118
El Blaze8.7522132
Wolf8.8528119
Lei Fei8.5512116
Jean8.7523101
Goh8.550992
Kage8.6517104
Lion9.1545120
Brad8.751974
Aoi8.148367
Pai9.255347
Vanessa8.349868
Shun8.651548
Eileen8.651448
Taka8.752244
Dural8.65185

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

Jacky88474153.4%+1.9
Akira56302653.6%+1.0
Lau43202346.5%-1.7
Jeffry41221953.7%-1.6
Sarah41152636.6%-14.4
El Blaze39231659.0%+2.0
Wolf39211853.9%-2.2
Lei Fei37201754.0%+5.2
Jean33171651.5%+3.5
Goh32181456.2%+3.8
Kage30171356.7%+8.1
Lion30102033.3%-21.8
Brad25141156.0%+5.1
Aoi21101147.6%-7.0
Pai2081240.0%-12.3
Vanessa1810855.6%+8.2
Shun1512380.0%+24.2
Eileen128466.7%+19.3
Taka125741.7%-7.7
Dural32166.7%+33.3

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Octagon83374644.6%-8.1
Full Fence80423852.5%+0.4
Half Fence77463159.7%+9.2
Low Fence69343549.3%-3.8
Open63422166.7%+13.0
Rectangle59302950.9%+0.8
Breakable Half Fence53262749.1%-3.5
Single Wall49232646.9%-3.3
Breakable Full Fence45212446.7%-4.8
Full Fence and Open25121348.0%-5.8

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls39750.9%51.5%-0.6
No walls18154.7%52.7%+2.0

Walls against open: -2.6 points (95% range -11.7 to +6.4), p 0.569 — 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

ふぇに (Rank 36)2026/10/17139469.2%
ゲッパー (Rank 37)2026/10/1674357.1%
ぬっき~@女キャラ嫌 (Rank 35)2026/10/1665183.3%
しゆう@1974 (Rank 37)2026/10/1673442.9%
れもん@のびしろF (Rank 33)2026/10/15105550.0%
LEO (Rank 36)2026/10/151410471.4%
ねこまじん (Rank 34)2026/10/1462433.3%
Hi:D (Rank 33)2026/10/1286275.0%
h3-esports (Rank 33)2026/10/1186275.0%
ニトロ (Rank 33)2026/10/1172528.6%
Umemon2026 (Rank 35)2026/09/24118372.7%
フルレバ (Rank 36)2026/09/1374357.1%
KumadaP (Rank 36)2026/09/1363350.0%
寿司眼鉄 (Rank 37)2026/09/11146842.9%
RUSH (Rank 38)2026/09/0982625.0%
え~る (Rank 33)2026/08/1986275.0%
HIROCHILL (Rank 30)2026/08/0263350.0%
どろパイ (Rank 34)2026/07/2764266.7%
KA-GO (Rank 39)2026/07/0773442.9%
Lig_Nic (Rank 37)2026/06/2175271.4%
アドリブ使い (Rank 37)2026/06/2065183.3%
ヒ・ジハー (Rank 36)2026/06/2075271.4%
もっこり (Rank 35)2026/06/2063350.0%
Laphroaig10 (Rank 36)2026/05/245050.0%
黒シャツ (Rank 32)2026/05/1154180.0%

Round openings

Every character

backdash into Stop Kick4K34815.0%
backdash into Sway Back4P+K+G29312.7%
Middle Spin Kick66K24110.4%
Ducking6P+K+G into Crush Knee KickK+G1948.4%
forward movement into punchP1516.5%
backdash into evade down1386.0%
forward dash into Sharp Shoot1P944.1%
backdash into Turn Savate44K723.1%
backdash into evade up451.9%
backdash into Karura4P+K441.9%
forward movement into Jab Straight361.6%
backdash into throwP+G341.5%
backdash into punchP291.2%
backdash into Double Hammer Down43P261.1%
backdash into Elbow Hook6P220.9%

162 further openings account for the other 547 rounds.

Counted from 576 of the 635 matches played. The rest were not pulled for openings.

Brad

Career
1,805–1,678 · 51.8%
This season
549 matches · 50.8%
Peak rank
38

First hit in 48.3% of 1,956 rounds. Won 53.2% of the rounds they struck first, 45.6% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 66.7% of rounds, against 50.0% in their other rounds.
  • Against Taka: moves in first in 37.8% of rounds, against 15.7% against everyone else.
  • After losing a round: backs off first in 55.9% of rounds, against 43.8% after winning one.
  • When behind: backs off first in 56.8% of rounds, against 47.4% when ahead or level.
  • In round 4 or later: opens with “forward movement into P punch” in 14.7% of rounds, against 4.4% in their other rounds.
  • Against Jean: opens with “backdash into 4P+K+G Sway Back” in 48.5% of rounds, against 13.7% against everyone else.
  • On Rectangle stages: opens with “backdash into 4K Stop Kick” in 27.4% of rounds, against 16.2% on the other stages.
  • After opening the round before with “66K Middle Spin Kick”: opens with “backdash into 4P+K+G Sway Back” in 25.9% of rounds, against 11.6% after anything else.
  • After winning a round: opens with “forward movement into P punch” in 11.2% of rounds, against 6.0% after losing one.
  • When ahead: opens with “6P+K+G Ducking into K+G Crush Knee Kick” in 15.1% of rounds, against 10.4% when level or behind.

How is this tested?

backdash into Stop Kick4K34817.7%
backdash into Sway Back4P+K+G29314.9%
Middle Spin Kick66K24112.3%
Ducking6P+K+G into Crush Knee KickK+G1949.9%
forward movement into punchP1387.0%
backdash into evade down1005.1%
forward dash into Sharp Shoot1P944.8%
backdash into Turn Savate44K723.7%
forward movement into Jab StraightPP331.7%
backdash into throwP+G301.5%
backdash into evade up291.5%
backdash into Elbow Hook6P221.1%
backdash into punchP191.0%
Dtee Sawk Dtrohng4P+K180.9%
backdash into Destruction Body3P+K170.9%

91 further openings account for the other 315 rounds.

Counted from 490 of the 549 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
Jacky25–27 · 48%12–7 · 63%too few to test
Akira13–12 · 52%4–8 · 33%too few to test
Lau13–10 · 57%6–9 · 40%too few to test
Sarah8–11 · 42%4–10 · 29%too few to test
El Blaze14–5 · 74%3–3 · 50%too few to test
Jeffry7–8 · 47%4–4 · 50%too few to test
Lei Fei9–9 · 50%4–2 · 67%too few to test
Kage11–8 · 58%1–2 · 33%too few to test
Lion2–11 · 15%4–5 · 44%too few to test
Wolf8–9 · 47%5–0 · 100%too few to test
Brad8–6 · 57%5–5 · 50%too few to test
Goh8–7 · 53%3–2 · 60%too few to test

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

59 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?

Goh

Career
173–152 · 53.2%
This season
45 matches · 57.8%
Peak rank
29

First hit in 56.5% of 184 rounds. Won 61.5% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K4423.9%
Garyu66K179.2%
backdash into evade down179.2%
backdash into evade up137.1%
backdash into Kirin33P116.0%
backdash into kickK73.8%
backdash into punchP63.3%
backdash into Kurogane Kudaki66P52.7%
forward dash into evade up52.7%
forward movement into punchP52.7%
backdash into Shouzuka Okuri1P+K42.2%
backdash into Soukyu46P42.2%
forward dash into Karura4P+K42.2%
Kirin33P31.6%
Soukyu46P into forward movement31.6%

26 further openings account for the other 36 rounds.

Jeffry

Career
96–69 · 58.2%
This season
35 matches · 60.0%
Peak rank
29

First hit in 62.0% of 142 rounds. Won 56.8% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Double Hammer Down43P2618.3%
backdash into evade down1510.6%
backdash into Toe Kick2K128.4%
backdash into Side Kick3K117.8%
backdash into Full Swing Upper33P96.3%
forward movement into punchP74.9%
backdash into Tsunami Beat3K+G64.2%
forward dash into Ducking Low2K+G64.2%
backdash into punchP42.8%
Ducking Low2K+G32.1%
backdash into evade up32.1%
backdash into kickK32.1%
forward movement into Double KnucklePP32.1%
punchP into Double KnucklePP32.1%
Low Knuckle2P into backdash21.4%

23 further openings account for the other 29 rounds.

Jacky

Career
130–116 · 52.9%
This season
6 matches · 50.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down624.0%
Beat KnuckleP+K into Beat Spin KickP+KK312.0%
Dash Hammer Kick66K312.0%
forward movement into Jab StraightPP312.0%
Low Spin Kick1K+G28.0%
Spinning Back Knuckle4P14.0%
Squat Straight2P into forward dash14.0%
backdash into Beat Spin KickP+KK14.0%
backdash into Middle Smash6P14.0%
backdash into Smash Back Knuckle3PPP+K14.0%
backdash into Step-in Middle Kick66K+G14.0%
backward movement into evade down14.0%
forward movement into punchP14.0%

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 (16 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: 10 of 16 tests hold up
  • Goh: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Jacky: not tested (too few rounds)