VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Brad

ninoplays

Career matches2,402
Career win rate50.8%
Round win rate49.7%
Peak rank31
Distinct opponents153
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1396 #2,671 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

Brad312,4021,2211,18150.8%

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

1,701 of 1,701 rounds counted

5.4 inputs a second (325 a minute) this season. Faster than 6% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad5.43251,701

By opponent's character

Akira5.4324296
Aoi5.3318197
Shun5.3317166
Wolf5.4322134
Jean5.6336108
El Blaze5.6336103
Jacky5.6334107
Goh5.331987
Sarah5.432670
Lion5.533257
Pai5.734062
Jeffry5.432661
Vanessa5.533357
Taka5.030348
Eileen5.331734
Lau5.633629
Dural5.633729
Kage5.231429
Brad5.130616
Lei Fei5.533211

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

Akira76334343.4%-7.9
Aoi49232646.9%-7.2
Shun43232053.5%+13.9
Wolf34201458.8%+8.1
Jean28171160.7%+12.1
El Blaze27151255.6%+5.1
Jacky26101638.5%-12.4
Goh2214863.6%+16.9
Sarah1661037.5%-10.3
Lion1551033.3%-18.6
Pai159660.0%+11.3
Jeffry148657.1%+12.5
Vanessa146842.9%-3.5
Taka136746.1%-4.2
Eileen93633.3%-17.4
Lau97277.8%+33.6
Dural82625.0%-8.5
Kage71614.3%-37.3
Brad42250.0%-7.5
Lei Fei31233.3%-23.1

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Full Fence57253243.9%-5.0
Half Fence57302752.6%+2.6
Open51312060.8%+12.8
Breakable Full Fence49163332.6%-19.5
Octagon43232053.5%+6.6
Low Fence41221953.7%+10.1
Breakable Half Fence34112332.4%-18.5
Single Wall34191555.9%+7.2
Rectangle28141450.0%+0.7
Full Fence and Open1981142.1%-3.2

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls26844.4%49.1%-4.7
No walls12657.1%47.8%+9.3

Walls against open: -14.1 points (95% range -24.8 to -3.3), p 0.010 — a difference this size is unlikely to be chance.

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

CELIS (Rank 30)2026/10/1892722.2%
orz (Rank 27)2026/10/13189950.0%
獣王(設定2) (Rank 31)2026/10/13137653.9%
be-shedded (Rank 28)2026/10/1153260.0%
abs (Rank 30)2026/10/1075271.4%
무파ZeroBlue (Rank 32)2026/10/0352340.0%
しゅが~nsr (Rank 27)2026/09/2874357.1%
カミナリおやじ (Rank 29)2026/09/2284450.0%
PKG (Rank 29)2026/09/1761516.7%
Sinabro (Rank 28)2026/09/1454180.0%
ニトロ (Rank 32)2026/09/1454180.0%
calmknight[냠냠] (Rank 30)2026/09/1452340.0%
コラーゲン (Rank 26)2026/09/1363350.0%
クロサギ@はなちゃん (Rank 31)2026/09/1064266.7%
HIROCHILL (Rank 29)2026/09/0694544.4%
GWO (Rank 24)2026/09/06108280.0%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 26)2026/09/0553260.0%
A56-7W (Rank 29)2026/08/3084450.0%
windowkhs (Rank 29)2026/08/2451420.0%
のびもあ (Rank 27)2026/08/2185362.5%
カプリッチョ (Rank 26)2026/08/0363350.0%
Bird-Tat (Rank 31)2026/08/0361516.7%
南部の釣れないルアー (Rank 31)2026/08/0273442.9%
鳶飛戾天,魚躍於淵 (Rank 25)2026/07/19116554.5%
伍の人 (Rank 27)2026/07/1752340.0%

Round openings

Brad

Career
1,221–1,181 · 50.8%
This season
432 matches · 48.8%
Peak rank
31

First hit in 43.9% of 1,459 rounds. Won 55.3% of the rounds they struck first, 47.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 44.0% of rounds, against 27.1% in their other rounds.
  • Against El Blaze: backs off first in 32.1% of rounds, against 11.4% against everyone else.
  • After opening the round before by evading: evades first in 25.6% of rounds, against 12.1% after anything else.
  • After winning a round: attacks straight away in 55.4% of rounds, against 34.0% after losing one.
  • When ahead: attacks straight away in 54.5% of rounds, against 38.8% when level or behind.
  • In round 4 or later: opens with “6P+K+G Ducking into K+G Crush Knee Kick” in 7.8% of rounds, against 2.6% in their other rounds.
  • Against El Blaze: opens with “backdash into 4K Stop Kick” in 21.0% of rounds, against 5.9% against everyone else.
  • After winning a round: opens with “4P+K Dtee Sawk Dtrohng” in 16.6% of rounds, against 2.2% after losing one.
  • When ahead: opens with “4P+K Dtee Sawk Dtrohng” in 16.3% of rounds, against 5.5% when level or behind.

How is this tested?

guardG20113.6%
Dtee Sawk Dtrohng4P+K1349.1%
backdash into Stop Kick4K996.7%
Ducking6P+K+G into Crush Knee KickK+G583.9%
Ducking6P+K+G into Sting BlowP+K453.0%
Sharp Shoot1P382.6%
guardG into Ducking6P+K+G261.8%
Sit Jab2P241.6%
Sway Back4P+K+G into punchP241.6%
guardG into Kao Loy6K+G241.6%
Sway Back4P+K+G into Mighty Knee UpperK231.6%
crouch dash forward into Jolt Upper3P211.4%
punchP201.4%
crouch dash back into Jolt Upper3P181.2%
evade up into Stop Kick4K181.2%

208 further openings account for the other 705 rounds.

Counted from 373 of the 432 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
Akira15–20 · 43%16–16 · 50%-14.0
Aoi7–16 · 30%11–6 · 65%too few to test
Shun16–11 · 59%4–3 · 57%too few to test
Jean10–10 · 50%4–1 · 80%too few to test
Wolf10–7 · 59%7–3 · 70%too few to test
Jacky8–8 · 50%1–5 · 17%too few to test
El Blaze7–8 · 47%6–0 · 100%too few to test
Goh7–2 · 78%2–4 · 33%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.

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?

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: 9 of 16 tests hold up