VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Brad

issamaru139

  • Jeffry
  • Lau
Career matches314
Career win rate69.1%
Round win rate59.5%
Peak rank29
Distinct opponents12
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1626 Not ranked yet: the list needs 50 matches. See 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

Brad292771928569.3%
Jeffry2731211067.7%
Lau2664266.7%

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

84 of 84 rounds counted

7.5 inputs a second (451 a minute) this season. Faster than 60% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad7.343743
Jeffry7.645733
Lau8.45028

By opponent's character

Goh7.847019
Akira7.444412
Wolf7.947612
Jacky6.94168
Lei Fei7.54538
Lion7.34369
Pai7.74644
Sarah6.63984
Shun8.24914
Vanessa7.04204

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

Goh42250.0%-19.0
Akira330100.0%+37.4
Wolf32166.7%-8.4
Jacky2020.0%-65.3
Lei Fei220100.0%+32.1
Lion220100.0%+22.3
Pai110100.0%+19.8
Sarah110100.0%+27.2
Shun1010.0%-70.2
Vanessa110100.0%+30.4

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 Wall74357.1%-15.2
Octagon440100.0%+30.1
Breakable Full Fence220100.0%+19.1
Breakable Half Fence220100.0%+22.3
Full Fence1010.0%-70.2

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
Walls988.9%77.3%+11.6
No walls757.1%67.0%-9.9

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

lemon-sour (Rank 26)2026/09/1832166.7%
mebachiko (Rank 23)2026/09/18110100.0%
NEKOz (Rank 25)2026/09/16220100.0%
yasai (Rank 23)2026/09/15110100.0%
失礼!スマッシュ☆彡 (Rank 27)2026/09/131010.0%
poco/ぽこ (Rank 26)2026/09/13220100.0%
れもん@のびしろF (Rank 32)2026/09/032020.0%
りてりん (Rank 29)2026/09/03110100.0%
楽天アキラ (Rank 32)2026/09/0331233.3%
sby (Rank 26)2026/09/02110100.0%
都筑まもる君 (Rank 32)2026/09/02220100.0%
gimoring (Rank 27)2026/08/30110100.0%

Round openings

Every character

backdash into throw escape2125.0%
throw escape89.5%
backdash into Sway Back4P+K+G67.1%
no input56.0%
backdash into throwP+G44.8%
evade down into forward dash44.8%
Dtee Sawk Dtrohng4P+K33.6%
backdash into Tsunami Beat3K+G33.6%
punchP33.6%
punchP into kickK33.6%
Middle Spin Kick66K22.4%
Sharp Shoot1P22.4%
crouch into Low Knuckle2P22.4%
evade down into throw escape22.4%
Ducking6P+K+G into Sting BlowP+K11.2%

15 further openings account for the other 15 rounds.

Brad

Career
192–85 · 69.3%
This season
10 matches · 60.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into throw escape1023.3%
backdash into Sway Back4P+K+G613.9%
throw escape49.3%
Dtee Sawk Dtrohng4P+K37.0%
Middle Spin Kick66K24.7%
Sharp Shoot1P24.7%
backdash into throwP+G24.7%
no input24.7%
Ducking6P+K+G into Sting BlowP+K12.3%
Ga MuayP+K+G12.3%
Ga MuayP+K+G into Sawk Klab6P+K12.3%
Turn Savate44K12.3%
backdash into guardG12.3%
evade down into Kao Loy6K+G12.3%
evade down into forward dash12.3%

5 further openings account for the other 5 rounds.

Jeffry

Career
21–10 · 67.7%
This season
8 matches · 75.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into throw escape515.2%
throw escape412.1%
backdash into Tsunami Beat3K+G39.1%
evade down into forward dash39.1%
no input39.1%
crouch into Low Knuckle2P26.1%
punchP26.1%
punchP into kickK26.1%
Elbow Butt6P13.0%
Hammer Slide1P into Grizzly Hammer1PP13.0%
Middle Hell Stab6P+K13.0%
backdash13.0%
backdash into throwP+G13.0%
evade down into Hammer Slide1P13.0%
evade down into Knee Attack6K13.0%

2 further openings account for the other 2 rounds.

Lau

Career
4–2 · 66.7%
This season
2 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into throw escape675.0%
backdash into throwP+G112.5%
punchP into RenkentaiPK112.5%

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)
  • Lau: not tested (too few rounds)