VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

F!ring-$quad#RoadtoMG

  • Goh
Career matches1,293
Career win rate33.4%
Round win rate44.3%
Peak rank22
Distinct opponents40
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1262 #3,259 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

Brad2287231256035.8%
Goh2142112030128.5%

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.

Against each character

Akira28111739.3%-1.4
Jacky1915479.0%+15.4
Wolf145935.7%-1.1
Pai1321115.4%-1.3
Lau113827.3%-8.0
Lei Fei104640.0%-3.3
Goh83537.5%-9.3
Shun8080.0%-21.3
Sarah62433.3%+13.7
Jean42250.0%-3.7
Jeffry31233.3%-16.1
Brad220100.0%+56.7
Eileen220100.0%+56.7
El Blaze2020.0%-6.3
Vanessa2020.0%-38.2

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

Single Wall1751229.4%-8.3
Octagon1641225.0%-6.3
Open1541126.7%-13.3
Full Fence148657.1%+9.7
Full Fence and Open147750.0%+6.2
Half Fence146842.9%+6.8
Rectangle124833.3%+6.0
Low Fence105550.0%+5.3
Breakable Full Fence73442.9%+16.8
Breakable Half Fence32166.7%+18.2

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
Walls6640.9%35.6%+5.3
No walls4233.3%39.3%-5.9

Walls against open: +11.2 points (95% range -5.4 to +27.9), p 0.187 — 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

lp16bit (Rank 18)2391439.1%
TheTeamWiper (Rank 4)10100100.0%
temjin44 (Rank 23)82625.0%
RebornChampion (Rank 21)62433.3%
BxrbieeGutz (Rank 24)52340.0%
alteredbeast (Rank 23)52340.0%
AriesIAm (Rank 25)4040.0%
Bakano (Rank 22)4040.0%
MDVictor (Rank 24)4040.0%
JAPDAWG777 (Rank 22)31233.3%
NinjaDuck124 (Rank 11)31233.3%
Not-Batman (Rank 11)32166.7%
llMICll (Rank 30)3030.0%
n.fangy (Rank 37)3030.0%
BeeBindy (Rank 23)2020.0%
DustyCrawlman (Rank 33)2020.0%
FosterYapper953 (Rank 12)220100.0%
GI_Rayn (Rank 5)220100.0%
ILUVALUVACAKE (Rank 12)220100.0%
KrisTheKing (Rank 10)220100.0%
PrincesaRaquel (Rank 21)2020.0%
Silva_Raida (Rank 22)220100.0%
Sluggo (Rank 16)220100.0%
UniverseGalore (Rank 16)220100.0%
mobo2000 (Rank 20)2020.0%

Most played opponents, most recent first

alteredbeast (Rank 23)2026/04/2452340.0%
temjin44 (Rank 23)2026/04/1882625.0%
PrincesaRaquel (Rank 21)2026/04/162020.0%
TheTeamWiper (Rank 4)2026/04/1410100100.0%
MDVictor (Rank 24)2026/04/094040.0%
Not-Batman (Rank 11)2026/04/0932166.7%
llMICll (Rank 30)2026/04/023030.0%
GI_Rayn (Rank 5)2026/04/02220100.0%
Sluggo (Rank 16)2026/03/31220100.0%
AriesIAm (Rank 25)2026/03/314040.0%
UniverseGalore (Rank 16)2026/03/31220100.0%
mobo2000 (Rank 20)2026/03/312020.0%
DustyCrawlman (Rank 33)2026/03/312020.0%
KrisTheKing (Rank 10)2026/03/31220100.0%
RebornChampion (Rank 21)2026/03/3162433.3%
BeeBindy (Rank 23)2026/03/312020.0%
BxrbieeGutz (Rank 24)2026/03/3152340.0%
NinjaDuck124 (Rank 11)2026/03/3031233.3%
Bakano (Rank 22)2026/03/304040.0%
n.fangy (Rank 37)2026/03/293030.0%
FosterYapper953 (Rank 12)2026/03/29220100.0%
ILUVALUVACAKE (Rank 12)2026/03/29220100.0%
JAPDAWG777 (Rank 22)2026/03/2931233.3%
Silva_Raida (Rank 22)2026/03/29220100.0%
lp16bit (Rank 18)2026/03/282391439.1%

Round openings

Every character

Kumite Harai (Deflect)4P+K+G407.8%
punchP305.9%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G254.9%
Hiji'ate6P244.7%
backdash into backward movement173.3%
evade up into guardG163.1%
Hoderi4P into Hoderi~Shikigami4PP152.9%
AgitosogiP+K142.7%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK132.5%
Sawk Klab6P+K122.3%
backdash122.3%
backdash into evade up112.1%
kickK112.1%
crouch into Double Strike2KK101.9%
crouch into Kusabigeri2K91.8%

120 further openings account for the other 253 rounds.

Goh

Career
120–301 · 28.5%
This season
97 matches · 38.1%
Peak rank
21

First hit in 45.3% of 375 rounds. Won 44.1% of the rounds they struck first, 41.0% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Kumite Harai (Deflect)4P+K+G4010.6%
punchP297.7%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G256.6%
Hiji'ate6P246.4%
Hoderi4P into Hoderi~Shikigami4PP154.0%
AgitosogiP+K143.7%
evade up into guardG133.5%
backdash into backward movement123.2%
kickK112.9%
backdash into evade up92.4%
crouch into Kusabigeri2K92.4%
Karura4P+K82.1%
backdash61.6%
crouch into Batousatsu3KP61.6%
crouch into Ni'oudaoshi3K+G61.6%

80 further openings account for the other 150 rounds.

Brad

Career
312–560 · 35.8%
This season
35 matches · 42.9%
Peak rank
22

First hit in 56.0% of 134 rounds. Won 53.3% of the rounds they struck first, 45.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Elbow Hook6P into Elbow Hook~Screw High Kick6PK139.6%
Sawk Klab6P+K128.9%
crouch into Double Strike2KK107.4%
kickK into Stopping~Mobility JabKP75.2%
backdash64.4%
crouch into Destruction Body3P+K64.4%
backdash into backward movement53.7%
Double Knee Solo9K43.0%
Elbow Hook6P into evade up43.0%
crouch into Middle Kick3K43.0%
crouch into Sharp Shoot1P43.0%
guardG43.0%
Jumping Dtee Sawk Bon9P+K into forward dash32.2%
evade up into guardG32.2%
punchP into kickK32.2%

37 further openings account for the other 47 rounds.

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 (12 here; about 0.6 would come up by chance alone before the correction).

Tests behind each character's list

  • Goh: 0 of 12 tests hold up
  • Brad: not tested (too few rounds)