VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Brad

Datboyches_TTV

Career matches1,246
Career win rate50.6%
Round win rate47.9%
Peak rank28
Distinct opponents75
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1377 #2,773 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

Brad281,24663161550.6%

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

1,402 of 1,402 rounds counted

7.6 inputs a second (457 a minute) this season. Faster than 62% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad7.64571,402

By opponent's character

Sarah7.8468305
Shun7.5450172
Jeffry7.2432125
Akira7.9472112
Brad7.8466105
Taka8.047991
Wolf7.344078
Goh7.243370
Jacky7.444659
Pai7.344054
Lion7.947547
Aoi7.947542
Vanessa7.745942
Lau7.544828
Eileen7.142729
Dural7.041912
Jean7.746315
Kage8.752216

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

Sarah77433455.8%+19.5
Shun44143031.8%-18.1
Jeffry32122037.5%-18.0
Akira26101638.5%-0.7
Brad25151060.0%+6.0
Taka2371630.4%-15.2
Wolf1910952.6%+2.8
Goh1710758.8%+16.3
Jacky158753.3%+5.4
Pai1331023.1%-31.9
Lion128466.7%+26.9
Aoi113827.3%-15.3
Vanessa107370.0%+24.5
Lau82625.0%-17.9
Eileen73442.9%+8.1
Dural43175.0%+15.0
Jean42250.0%+17.8
Kage4040.0%-44.0

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

Full Fence51242747.1%+5.0
Single Wall45192642.2%-3.0
Half Fence43212248.8%+0.4
Open32171553.1%+3.6
Breakable Full Fence31171454.8%+15.3
Octagon30102033.3%-7.3
Breakable Half Fence27121544.4%-2.1
Low Fence27101737.0%-9.5
Full Fence and Open24131154.2%-0.6
Rectangle2181338.1%-8.7

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20345.3%44.1%+1.2
No walls10444.2%46.6%-2.4

Walls against open: +3.6 points (95% range -11.4 to +18.5), p 0.639 — 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

TayoTayoTaka (Rank 30)2026/10/101221016.7%
MashPotatoTower (Rank 30)2026/10/07107370.0%
DatDemo (Rank 28)2026/10/0728151353.6%
supersanic456 (Rank 28)2026/10/0494544.4%
spikeIthink (Rank 24)2026/09/2864266.7%
sideswipe75x (Rank 24)2026/09/1431112035.5%
ZachAttack (Rank 22)2026/09/09125741.7%
KageMaru10g (Rank 25)2026/08/31440100.0%
Gamerbobey (Rank 21)2026/08/2498188.9%
DDRMONKEY (Rank 26)2026/08/0338191950.0%
B34TD0WN (Rank 30)2026/07/264040.0%
lionmusashi (Rank 22)2026/07/26101910.0%
JDog (Rank 20)2026/07/12440100.0%
gainkiller (Rank 24)2026/06/2182625.0%
bmurphy88 (Rank 21)2026/06/2164266.7%
FatTarma (Rank 22)2026/06/1973442.9%
Ryuhayabusa999 (Rank 21)2026/06/1743175.0%
Lukeee (Rank 24)2026/06/1751420.0%
LumpingCaptain (Rank 22)2026/06/1552340.0%
NAPPYPROPHET (Rank 24)2026/06/1571614.3%
$irJDE (Rank 24)2026/06/154040.0%
DestructionBomb (Rank 27)2026/06/1551420.0%
LonesomeDevils (Rank 19)2026/06/114040.0%
Snacko (Rank 10)2026/06/0742250.0%
KungFuMasta (Rank 9)2026/05/3184450.0%

Round openings

Brad

Career
631–615 · 50.6%
This season
351 matches · 45.6%
Peak rank
28

First hit in 52.5% of 1,203 rounds. Won 53.4% of the rounds they struck first, 42.8% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 74.7% of rounds, against 62.4% in their other rounds.
  • Against Jeffry: attacks straight away in 32.2% of rounds, against 18.2% against everyone else.
  • After opening the round before by waiting: waits first in 31.0% of rounds, against 5.0% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 7.3% of rounds, against 1.0% after anything else.
  • In round 1: opens with “backdash into evade down” in 8.6% of rounds, against 3.1% in their other rounds.
  • Against Jeffry: opens with “evade up” in 11.3% of rounds, against 2.5% against everyone else.
  • On Single Wall stages: opens with “evade up” in 8.6% of rounds, against 2.8% on the other stages.
  • After opening the round before with “backdash into evade down”: opens with “backdash into evade down” in 24.4% of rounds, against 1.9% after anything else.
  • After the opponent opened the round before with “backdash”: opens with “evade up” in 12.2% of rounds, against 2.7% after anything else.
  • After landing the first hit of the round before: opens with “backdash into 4P+K+G Sway Back” in 9.5% of rounds, against 5.8% after being hit first.

How is this tested?

backdash into guardG29924.5%
backdash into Sway Back4P+K+G867.0%
backdash into evade down544.4%
Kao Loy6K+G524.3%
evade up413.4%
Sharp Shoot1P403.3%
backdash into Stop Kick4K352.9%
backdash into Pap Sawk Kao46K+G322.6%
backdash into Jackal Straight46P+K292.4%
backdash into Dtee Sawk Lang3P+KP272.2%
backdash into Kao Loy6K+G272.2%
guardG272.2%
Ducking6P+K+G into Sting BlowP+K221.8%
backward movement into guardG211.7%
Jolt Upper3P into Jolt Upper~Spin Kick3PK181.5%

111 further openings account for the other 412 rounds.

Counted from 304 of the 351 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
Sarah29–16 · 64%3–7 · 30%too few to test
Shun4–12 · 25%5–13 · 28%too few to test
Jeffry7–14 · 33%4–2 · 67%too few to test
Akira8–10 · 44%1–4 · 20%too few to test
Brad6–9 · 40%6–0 · 100%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.

47 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: 10 of 16 tests hold up