VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

三只眼吽迦羅

  • Shun
Career matches338
Career win rate72.2%
Round win rate64.3%
Peak rank32
Distinct opponents57
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1594 #1,386 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

Brad322141437166.8%
Shun261241012381.5%

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.

Inputs per second

406 of 406 rounds counted

7.1 inputs a second (427 a minute) this season. Faster than 49% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad6.9414339
Shun8.349667

By opponent's character

Akira7.545385
Kage6.237249
Brad6.740036
Pai6.840830
Aoi7.544830
Jacky7.142427
Sarah7.444521
Lau7.243319
Wolf7.444616
El Blaze7.444415
Goh6.740214
Lion8.148617
Jeffry7.243511
Lei Fei7.243211
Taka6.639612
Shun8.45046
Vanessa7.04217

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

Akira2321291.3%+20.9
Kage138561.5%-17.7
Brad85362.5%-8.5
Pai86275.0%-3.8
Aoi76185.7%+13.5
Jacky64266.7%-12.2
Sarah65183.3%+11.2
Lau54180.0%+5.3
Wolf53260.0%-24.3
El Blaze43175.0%+2.6
Goh43175.0%-6.4
Lion43175.0%-0.3
Jeffry32166.7%-5.5
Lei Fei330100.0%+20.3
Taka3030.0%-70.9
Shun220100.0%+27.6
Vanessa220100.0%+25.2

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

Full Fence2112957.1%-16.5
Low Fence1310376.9%+3.0
Rectangle1312192.3%+12.1
Breakable Half Fence118372.7%-3.8
Octagon107370.0%-9.0
Open98188.9%+14.0
Full Fence and Open64266.7%-4.5
Breakable Full Fence550100.0%+19.4
Single Wall43175.0%+2.4
Half Fence21150.0%-18.8

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
Walls6272.6%75.9%-3.3
No walls2680.8%74.7%+6.1

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

SAMCHAY® (Rank 32)2026/09/1175271.4%
windowkhs (Rank 30)2026/09/1143175.0%
雷電 (Rank 29)2026/09/10220100.0%
hayate (Rank 31)2026/09/1064266.7%
pallmtree (Rank 30)2026/09/08330100.0%
ma.ya2013 (Rank 28)2026/08/2721150.0%
こて (Rank 26)2026/08/192020.0%
りてりん (Rank 29)2026/08/19220100.0%
nanami.madogiwa (Rank 32)2026/08/19220100.0%
neary (Rank 30)2026/08/192020.0%
みの (Rank 24)2026/08/1854180.0%
user (Rank 26)2026/08/1832166.7%
ぽん (Rank 27)2026/08/18220100.0%
MaxMuncy (Rank 26)2026/08/1732166.7%
PinMen (Rank 27)2026/07/3032166.7%
TAIDADA (Rank 26)2026/07/3032166.7%
osAnKIRA (Rank 23)2026/07/29220100.0%
yasai (Rank 22)2026/07/29330100.0%
iswvf25hw (Rank 19)2026/07/29220100.0%
avolpe (Rank 23)2026/07/29220100.0%
委員ちょ (Rank 21)2026/07/29220100.0%
Konjikinoame (Rank 27)2026/07/29220100.0%
CHASER (Rank 25)2026/07/29220100.0%
鳶飛戾天,魚躍於淵 (Rank 25)2026/07/27220100.0%
スタンプジャンパー (Rank 22)2026/07/27220100.0%

Round openings

Every character

backdash into evade up7418.2%
backdash into evade down7117.5%
crouch dash forward into Jolt Upper3P153.7%
backdash into Dtee Sawk Lang3P+KP102.5%
backdash into Stop Kick4K102.5%
forward dash into Sharp Shoot1P92.2%
backdash into Destruction Body3P+K71.7%
backdash into Jolt Upper3P71.7%
forward dash into Shovel Hook2P+K71.7%
backdash into throwP+G61.5%
backdash into throw escape61.5%
crouch into Gyou'in Haishu3P61.5%
Sharp Shoot1P51.2%
backdash into Sawk Klab6P+K51.2%
evade down51.2%

100 further openings account for the other 163 rounds.

Brad

Career
143–71 · 66.8%
This season
88 matches · 70.5%
Peak rank
32

First hit in 48.1% of 337 rounds. Won 67.9% of the rounds they struck first, 54.9% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 80.7% of rounds, against 59.8% in their other rounds.
  • In round 2: opens with “backdash into evade up” in 27.9% of rounds, against 16.6% in their other rounds.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 41.1% of rounds, against 10.8% after anything else.

How is this tested?

backdash into evade up6619.5%
backdash into evade down5716.8%
crouch dash forward into Jolt Upper3P154.4%
backdash into Dtee Sawk Lang3P+KP103.0%
backdash into Stop Kick4K103.0%
forward dash into Sharp Shoot1P92.6%
backdash into Destruction Body3P+K72.1%
backdash into Jolt Upper3P72.1%
forward dash into Shovel Hook2P+K72.1%
backdash into throw escape61.8%
Sharp Shoot1P51.5%
backdash into Sawk Klab6P+K51.5%
Jaguar Tail2K+G41.2%
Spine Whip4P41.2%
backdash41.2%

73 further openings account for the other 123 rounds.

Shun

Career
101–23 · 81.5%
This season
18 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1420.9%
backdash into evade up811.9%
crouch into Gyou'in Haishu3P69.0%
Rensai Gakushu46PP into Rengeki Gakushu46PPP46.0%
Getsuga Gakushu46P23.0%
Getsuga Gakushu46P into Getsuga Gyou'in46PP+K23.0%
Kasen Chugeki6P into Kasen Zenbokushou6PP23.0%
backdash into Chubu Soutenkyaku66K23.0%
backdash into Sokutan Senshu6K23.0%
backdash into throwP+G23.0%
Getsuga Gakushu46P into Honshin TankaP+K11.5%
Getsuga Gakushu46P into Rensai Gakushu46PP11.5%
Getsuga Gakushu46P into forward dash11.5%
Gyou'in Haishu3P into Tenshin Benshu4P+K11.5%
Tenshin Haishu4P into punchP11.5%

18 further openings account for the other 18 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 (15 here; about 0.8 would come up by chance alone before the correction).

Tests behind each character's list

  • Brad: 3 of 15 tests hold up
  • Shun: not tested (too few rounds)