VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Brad

hayasano1226

  • Jeffry
  • Jacky
Career matches7,504
Career win rate36.8%
Round win rate45.3%
Peak rank30
Distinct opponents250
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1356 #2,891 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

Brad265,3771,6783,69931.2%
Jeffry302,0861,0701,01651.3%
Jacky2141122929.3%

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

1,904 of 2,318 rounds counted

6.0 inputs a second (361 a minute) this season. Faster than 19% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad6.53891,283
Jeffry5.1307611
Jacky5.230910

By opponent's character

Akira6.2370306
Aoi6.9412201
Jacky6.1368173
Pai5.7340168
Wolf5.4322140
Jeffry5.7342122
Kage5.7343108
Shun6.438285
Goh6.739998
Lion5.633372
Sarah5.432676
Jean5.734567
Eileen5.734241
Lau5.734244
Brad6.739956
Taka6.840849
El Blaze6.036233
Lei Fei5.332145
Vanessa7.142417
Dural3.82293

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

Akira94435145.7%+0.4
Aoi64263840.6%-5.9
Jacky57183931.6%-6.2
Pai45291664.4%+21.0
Wolf39201951.3%+7.9
Jeffry38191950.0%+9.5
Kage32161650.0%+8.3
Shun31121938.7%+1.9
Goh30111936.7%-5.8
Lion24121250.0%+8.2
Sarah2481633.3%-8.2
Jean2251722.7%-25.4
Eileen21111052.4%+5.9
Lau1941521.1%-17.6
Brad169756.2%+16.9
Taka167943.8%-1.3
El Blaze1441028.6%-8.0
Lei Fei123925.0%-19.3
Vanessa4040.0%-35.9
Dural1010.0%-33.1

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.

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

Low Fence72314143.1%+2.5
Open69284140.6%-4.5
Breakable Half Fence64273742.2%+1.9
Half Fence60253541.7%+1.0
Breakable Full Fence59302950.9%+8.6
Octagon58203834.5%-9.1
Rectangle58263244.8%+1.7
Single Wall56253144.6%+1.4
Full Fence45222348.9%+4.5
Full Fence and Open27141351.9%+9.0

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
Walls34443.6%42.4%+1.2
No walls19742.6%42.9%-0.2

Walls against open: +1.4 points (95% range -7.5 to +10.4), p 0.753 — 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

NEKOz (Rank 26)2026/10/17113827.3%
shinkita (Rank 24)2026/10/1774357.1%
osAnKIRA (Rank 21)2026/10/1675271.4%
xXsoul-childXx (Rank 30)2026/10/1451420.0%
cs2skoda (Rank 24)2026/10/1382625.0%
yasai (Rank 24)2026/10/0751420.0%
nekota (Rank 25)2026/10/05136746.1%
え~る (Rank 27)2026/10/0265183.3%
ガンジャッキー(bunbun) (Rank 25)2026/09/30146842.9%
要你命3000 (Rank 26)2026/09/2864266.7%
パニガーレ (Rank 24)2026/09/2352340.0%
委員ちょ (Rank 21)2026/09/2253260.0%
kimxxxtt (Rank 24)2026/08/2965183.3%
hitokabe2003 (Rank 23)2026/08/2084450.0%
ぽん (Rank 26)2026/08/1862433.3%
108 (Rank 23)2026/08/036060.0%
muuuuuuk (Rank 27)2026/08/0362433.3%
ズサ齋藤 (Rank 24)2026/07/2993633.3%
しろ☆おび。 (Rank 25)2026/07/291310376.9%
allgonnaworkout (Rank 27)2026/07/2653260.0%
☆瞳氷☆ (Rank 24)2026/07/2663350.0%
CHASER (Rank 21)2026/07/22107370.0%
nr636 (Rank 24)2026/07/2075271.4%
mokoha_jean (Rank 21)2026/06/0774357.1%
踊る!おかぁちゃん☆ (Rank 24)2026/06/0252340.0%

Round openings

Every character

backdash into evade up21810.5%
backdash into throwP+G1135.4%
Rapid Double JabP+K1125.4%
High Spin KickK+G1065.1%
backdash into Sharp Shoot1P1004.8%
Middle Hell Stab6P+K924.4%
Middle Spin Kick66K693.3%
forward movement into Rapid Double JabP+K612.9%
backdash into guardG552.6%
backdash into Sway Back4P+K+G542.6%
backdash into Double Hammer Down43P532.5%
forward movement into High Spin KickK+G442.1%
backdash into Head Attack46P+K391.9%
Sharp Shoot1P371.8%
forward movement351.7%

201 further openings account for the other 891 rounds.

Counted from 542 of the 601 matches played. The rest were not pulled for openings.

Brad

Career
1,678–3,699 · 31.2%
This season
410 matches · 39.0%
Peak rank
26

First hit in 44.4% of 1,453 rounds. Won 43.7% of the rounds they struck first, 41.0% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 16.4% of rounds, against 9.0% in their other rounds.
  • Against Akira: backs off first in 52.4% of rounds, against 37.1% against everyone else.
  • After opening the round before by backing off: backs off first in 73.3% of rounds, against 22.1% after anything else.
  • After winning a round: backs off first in 58.0% of rounds, against 30.5% after losing one.
  • When ahead: backs off first in 59.6% of rounds, against 30.5% when level or behind.
  • In round 1: opens with “P+K Rapid Double Jab” in 18.2% of rounds, against 3.8% in their other rounds.
  • Against Akira: opens with “backdash into P+G throw” in 13.1% of rounds, against 3.0% against everyone else.
  • After opening the round before with “P+K Rapid Double Jab”: opens with “K+G High Spin Kick” in 27.6% of rounds, against 6.8% after anything else.
  • After losing a round: opens with “K+G High Spin Kick” in 14.2% of rounds, against 1.5% after winning one.
  • When behind: opens with “K+G High Spin Kick” in 15.1% of rounds, against 2.8% when ahead or level.

How is this tested?

backdash into evade up1399.5%
Rapid Double JabP+K1127.6%
High Spin KickK+G1067.2%
backdash into Sharp Shoot1P1006.8%
backdash into throwP+G714.8%
Middle Spin Kick66K694.7%
forward movement into Rapid Double JabP+K614.2%
backdash into Sway Back4P+K+G543.7%
forward movement into High Spin KickK+G443.0%
Sharp Shoot1P372.5%
forward movement352.4%
Sit Jab2P342.3%
crouch into Jaguar Tail2K+G332.2%
guardG302.0%
backdash into Lumpini Combination4PK281.9%

136 further openings account for the other 515 rounds.

Counted from 390 of the 410 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
Akira18–28 · 39%8–6 · 57%too few to test
Aoi12–17 · 41%7–13 · 35%too few to test
Jacky7–11 · 39%5–16 · 24%too few to test
Goh4–7 · 36%3–6 · 33%too few to test
Jeffry5–9 · 36%5–2 · 71%too few to test
Pai7–6 · 54%1–4 · 20%too few to test
Wolf6–4 · 60%7–5 · 58%too few to test
Kage4–2 · 67%5–7 · 42%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.

20 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?

Jeffry

Career
1,070–1,016 · 51.3%
This season
191 matches · 50.3%
Peak rank
30

First hit in 45.4% of 610 rounds. Won 56.0% of the rounds they struck first, 49.5% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: opens with “backdash into G guard” in 12.3% of rounds, against 4.6% in their other rounds.

How is this tested?

Middle Hell Stab6P+K9215.1%
backdash into evade up7912.9%
backdash into Double Hammer Down43P538.7%
backdash into throwP+G426.9%
backdash into guardG406.5%
backdash into Head Attack46P+K396.4%
backdash into Rising Hammer43PP345.6%
backdash into Middle Hell Stab6P+K274.4%
backdash into Kenka Hook46P213.4%
backward movement into evade up152.5%
backdash into Tsunami Beat3K+G142.3%
punchP into Double KnucklePP132.1%
Ducking Low2K+G122.0%
backdash into punchP91.5%
backward movement into throwP+G91.5%

68 further openings account for the other 112 rounds.

Counted from 152 of the 191 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Pai11–3 · 79%5–2 · 71%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.

39 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?

Not counted here: Jacky. Their matches were not pulled for openings.

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 (30 here; about 1.5 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 15 tests hold up
  • Jeffry: 1 of 15 tests hold up