VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

jefrikko

  • Taka
  • Lei Fei
  • El Blaze
  • Aoi
Career matches5,665
Career win rate51.5%
Round win rate49.3%
Peak rank38
Distinct opponents252
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1685 #873 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

Brad385,2132,6262,58750.4%
Taka311901147660.0%
Lei Fei31144954966.0%
El Blaze2876532369.7%
Aoi2742301271.4%

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

1,568 of 3,132 rounds counted

8.7 inputs a second (525 a minute) this season. Faster than 83% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad8.75221,286
Lei Fei8.9534163
El Blaze9.254983
Aoi8.853036

By opponent's character

Akira9.1548196
Vanessa8.8527166
Lion8.2494109
Sarah8.551099
Jacky8.752175
Kage8.8526125
Jeffry9.053849
Goh8.550983
Jean9.154583
Lau8.651774
Wolf8.751978
Aoi8.953768
Shun8.651473
Brad9.053849
El Blaze8.651860
Lei Fei9.053934
Pai8.852777
Dural9.054114
Eileen8.550934
Taka8.550922

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

Akira84463854.8%+5.6
Vanessa76364047.4%+2.1
Lion59213835.6%-17.6
Sarah57282949.1%-2.8
Jacky54292553.7%+2.6
Kage53302356.6%+4.3
Jeffry46222447.8%-0.4
Goh43222151.2%-0.5
Jean36191752.8%+2.2
Lau35112431.4%-13.8
Wolf35191654.3%+0.5
Aoi34181652.9%+4.8
Shun33161748.5%+4.7
Brad30141646.7%-1.6
El Blaze2821775.0%+28.5
Lei Fei28151353.6%-0.1
Pai26131350.0%-1.5
Dural124833.3%-24.9
Eileen113827.3%-16.6
Taka74357.1%+11.8

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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

Breakable Full Fence92454748.9%-1.1
Single Wall92454748.9%-1.9
Low Fence88474153.4%+6.9
Octagon88464252.3%+1.4
Open76433356.6%+8.9
Half Fence74403454.0%+4.7
Full Fence73353848.0%-3.5
Rectangle67323547.8%-3.0
Breakable Half Fence60293148.3%-0.7
Full Fence and Open40152537.5%-12.1

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls45450.0%50.3%-0.3
No walls25652.7%48.8%+3.9

Walls against open: -4.2 points (95% range -12.5 to +4.2), p 0.327 — 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

Koromo (Rank 32)2026/09/1186275.0%
じゃんぬ兄(公認) (Rank 38)2026/08/3182625.0%
たあぼさん (Rank 34)2026/08/3174357.1%
かべごん (Rank 38)2026/08/20116554.5%
apashun (Rank 37)2026/08/1982625.0%
みんみんさん (Rank 37)2026/08/1984450.0%
どっせ (Rank 36)2026/07/31105550.0%
〔ネ単〕-ZEN- (Rank 38)2026/07/3186275.0%
jijitax4 (Rank 37)2026/07/3195455.6%
タピる。 (Rank 36)2026/07/31107370.0%
ちぃつが (Rank 37)2026/07/3161516.7%
CoCoSyrup (Rank 40)2026/07/26113827.3%
苦道訓|kudoukun_goh (Rank 39)2026/07/26124833.3%
ハナノコルンルン (Rank 40)2026/07/26104640.0%
montanmo (Rank 37)2026/07/2371614.3%
お~ちゃん (Rank 33)2026/06/2673442.9%
xu.simon29 (Rank 34)2026/06/2474357.1%
MikuMartineau (Rank 33)2026/06/121310376.9%
うるヲ参拾 (Rank 38)2026/06/0472528.6%
らうらう (Rank 36)2026/05/22102820.0%
방가방가햄토리 (Rank 29)2026/05/20770100.0%
くろね@のびしろF (Rank 34)2026/05/1791811.1%
黒鵜なぎ@Vtuber (Rank 32)2026/05/11125741.7%
ぽん (Rank 37)2026/05/11114736.4%
RYO (Rank 35)2026/04/19102820.0%

Round openings

Every character

evade down into Elbow Hook6P2357.5%
Jackal Straight46P+K1304.1%
crouch into Sit Jab2P1284.1%
crouch into Elbow Hook6P1003.2%
offensive move953.0%
evade down into backdash702.2%
Middle Spin Kick66K into Ten Kao6K652.1%
Ducking6P+K+G into Sting BlowP+K642.0%
crouch into backdash622.0%
crouch into Ducking6P+K+G601.9%
backdash into Stop Kick4K591.9%
evade down into Stop Kick4K581.9%
backdash into Elbow Hook6P561.8%
backward movement into Sawk Klab6P+K491.6%
crouch into Sway Back4P+K+G481.5%

409 further openings account for the other 1,864 rounds.

Brad

Career
2,626–2,587 · 50.4%
This season
654 matches · 46.3%
Peak rank
38

First hit in 49.7% of 2,586 rounds. Won 49.1% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 35.9% of rounds, against 24.6% in their other rounds.
  • Against Lau: waits first in 41.9% of rounds, against 26.7% against everyone else.
  • After opening the round before by waiting: waits first in 32.6% of rounds, against 21.2% after anything else.
  • After losing a round: attacks straight away in 35.9% of rounds, against 27.4% after winning one.
  • In round 2: opens with “evade down into 6P Elbow Hook” in 13.4% of rounds, against 7.5% in their other rounds.
  • Against Lau: opens with “crouch into 2P Sit Jab” in 13.7% of rounds, against 4.5% against everyone else.
  • After opening the round before with “crouch into 2P Sit Jab”: opens with “crouch into 2P Sit Jab” in 15.3% of rounds, against 3.3% after anything else.
  • After losing a round: opens with “46P+K Jackal Straight” in 8.7% of rounds, against 2.7% after winning one.
  • When behind: opens with “46P+K Jackal Straight” in 7.4% of rounds, against 4.5% when ahead or level.

How is this tested?

evade down into Elbow Hook6P2359.0%
Jackal Straight46P+K1305.0%
crouch into Sit Jab2P1284.9%
crouch into Elbow Hook6P1003.8%
offensive move933.6%
Middle Spin Kick66K into Ten Kao6K652.5%
Ducking6P+K+G into Sting BlowP+K642.5%
crouch into Ducking6P+K+G602.3%
backdash into Stop Kick4K592.3%
evade down into Stop Kick4K582.2%
evade down into backdash582.2%
crouch into backdash572.2%
backdash into Elbow Hook6P562.1%
backward movement into Sawk Klab6P+K491.9%
crouch into Sway Back4P+K+G481.8%

239 further openings account for the other 1,352 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Vanessa19–26 · 42%14–12 · 54%too few to test
Akira16–13 · 55%6–9 · 40%too few to test
Sarah17–20 · 46%5–6 · 45%too few to test
Kage13–9 · 59%11–12 · 48%too few to test
Jeffry7–9 · 44%13–11 · 54%too few to test
Lion9–16 · 36%5–9 · 36%too few to test
Jacky14–18 · 44%6–2 · 75%too few to test
Shun10–7 · 59%4–8 · 33%too few to test
Lau8–10 · 44%1–9 · 10%too few to test
Goh6–9 · 40%4–6 · 40%too few to test
Aoi12–8 · 60%2–5 · 29%too few to test
Jean9–9 · 50%7–2 · 78%too few to test
Lei Fei7–10 · 41%8–3 · 73%too few to test
Wolf6–7 · 46%9–4 · 69%too few to test
Brad8–5 · 62%1–6 · 14%too few to test
Pai8–9 · 47%2–2 · 50%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.

How is this tested?

Taka

Career
114–76 · 60.0%
This season
61 matches · 57.4%
Peak rank
31

First hit in 54.7% of 243 rounds. Won 57.1% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shita Harite2P249.6%
crouch into Shita Harite2P187.2%
evade down into Hiji'ate6P187.2%
Morotezuki66P into Morote Tsuppari66PP93.6%
Sokubi Otoshi41236P93.6%
forward movement into Tsuppari 2PP93.6%
forward movement into punchP93.6%
Hiji'ate6P72.8%
crouch into Hiji'ate6P62.4%
guardG into throw escape62.4%
backdash into evade up52.0%
crouch into Kachi'age33P+K52.0%
evade down into Kachi'age33P+K41.6%
forward movement into Tsuppari 3PPP41.6%
guardG into evade up41.6%

76 further openings account for the other 112 rounds.

Lei Fei

Career
95–49 · 66.0%
This season
41 matches · 75.6%
Peak rank
31

First hit in 50.0% of 160 rounds. Won 68.8% of the rounds they struck first, 63.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into offensive move2112.9%
evade down into Hai Shiki2P+K+G1911.7%
evade down into backdash116.8%
backdash into throwP+G95.5%
crouch dash forward into throwP+G95.5%
Shatenshou33P into punchP84.9%
evade down into throwP+G84.9%
SokutankyakuK+G into Shishi DaichoukouK+GP63.7%
Fukusoushou2P42.5%
Gaiken6P+K into forward punch+kick+guard6P+K+G42.5%
Senpukyaku66K+G42.5%
backdash into Hai Shiki2P+K+G42.5%
crouch into Hai Shiki2P+K+G31.8%
crouch into backdash31.8%
Fukusoushou2P into evade up21.2%

40 further openings account for the other 48 rounds.

El Blaze

Career
53–23 · 69.7%
This season
22 matches · 72.7%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Quick Combo6P+KP67.2%
Demon Dance9P+K into Demon's Tail9P+KK56.0%
crouch dash back into Head Smash Kick46K44.8%
evade down into Quick Combo6P+KP44.8%
Shadow Spear6K into throwP+G33.6%
backdash into High-Speed Jab46P33.6%
backdash into Shadow Spin Kick4PK33.6%
crouch dash back into Shadow Spear6K33.6%
Demon Dance9P+K22.4%
Jumping Savate9K+G into forward dash22.4%
backdash into Flame Toe Kick46PK22.4%
backdash into Head Smash Kick46K22.4%
backdash into Jumping Savate9K+G22.4%
crouch dash forward into Shadow Spear6K22.4%
crouch into Demon Dance9P+K22.4%

34 further openings account for the other 38 rounds.

Aoi

Career
30–12 · 71.4%
This season
9 matches · 66.7%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into back punch+kick+guard4P+K+G513.9%
forward movement into punchP411.1%
crouch dash forward into throwP+G38.3%
crouch into Kusanagi2K+G38.3%
evade down into back punch+kick+guard4P+K+G38.3%
crouch into Maegeri3K25.6%
Chudan Hiji'ate6P into backdash12.8%
Hou'oushu3P into backdash12.8%
Ryoushi43P into backdash12.8%
Ryoushi43P into evade down12.8%
Sou'unha66K12.8%
Sou'unha66K into Raijinha6K12.8%
backdash into back, back, back punch+kick+guard444P+K+G12.8%
backdash into evade up12.8%
backward movement into Hou'oushu3P12.8%

7 further openings account for the other 7 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).
  • 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: 9 of 15 tests hold up
  • Taka: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Aoi: not tested (too few rounds)