VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

navenski1

Career matches790
Career win rate68.6%
Round win rate55.0%
Peak rank36
Distinct opponents23
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1795 #389 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

Brad3679054224868.6%

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

26 of 391 rounds counted

8.3 inputs a second (498 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Brad8.349826

By opponent's character

Sarah8.65174
Shun8.249422

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

Akira2619773.1%+17.4
Kage1710758.8%+10.4
Aoi105550.0%-0.2
Jeffry880100.0%+17.7
Sarah84450.0%-14.9
Shun81712.5%-50.2
Jacky62433.3%-12.9
Jean54180.0%+9.2
Lion51420.0%-25.0
Brad43175.0%-3.6
Eileen220100.0%+2.3
Lau220100.0%+13.4

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

Rectangle179852.9%-4.9
Breakable Half Fence1612475.0%+18.2
Octagon148657.1%-6.2
Breakable Full Fence126650.0%-11.1
Half Fence95455.6%-1.4
Full Fence and Open84450.0%-13.7
Low Fence86275.0%+8.6
Full Fence54180.0%+31.4
Single Wall54180.0%+6.9
Open1010.0%-50.7

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
Walls7360.3%58.6%+1.7
No walls1471.4%68.2%+3.3

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

Denki04 (Rank 35)2026/08/3051420.0%
StarGuitar (Rank 30)2026/08/30110100.0%
kila_kam (Rank 40)2026/05/1541325.0%
TokioMorishima (Rank 13)2026/05/15220100.0%
axric (Rank 21)2026/05/07220100.0%
KingofBamboo (Rank 23)2026/05/07220100.0%
RickoSama (Rank 22)2026/05/051010.0%
brogasaurusrex (Rank 33)2026/05/051614287.5%
emarcue (Rank 34)2026/05/0554180.0%
Rayne (Rank 42)2026/05/052020.0%
optimusuk (Rank 37)2026/04/241010.0%
Memute (Rank 23)2026/04/161010.0%
HomeMadeKazoku (Rank 7)2026/04/16220100.0%
jubbjubb767(EUarea) (Rank 37)2026/04/16105550.0%
VL1G (Rank 6)2026/04/09220100.0%
outlawbeast (Rank 37)2026/04/061710758.8%
EVRA (Rank 38)2026/04/0262433.3%
MEGAPINT/Montero.Lechasseur. (Rank 37)2026/03/3195455.6%
Boxkatt (Rank 38)2026/03/2631233.3%
processor.dev1l (Rank 25)2026/03/26220100.0%
t0H0 (Rank 24)2026/03/26110100.0%
Rodryu (Rank 33)2026/03/2653260.0%
MisterVFDC (Rank 31)2026/03/2621150.0%

Round openings

Brad

Career
542–248 · 68.6%
This season
101 matches · 60.4%
Peak rank
36

First hit in 57.4% of 390 rounds. Won 57.6% of the rounds they struck first, 51.2% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 26.7% of rounds, against 8.8% in their other rounds.
  • After winning a round: backs off first in 53.2% of rounds, against 36.0% after losing one.
  • When behind: moves in first in 19.8% of rounds, against 7.9% when ahead or level.
  • In round 4 or later: opens with “crouch into 2P Sit Jab” in 19.1% of rounds, against 8.0% in their other rounds.

How is this tested?

backdash into Stop Kick4K9123.0%
crouch into Sit Jab2P4210.6%
backdash into Turn Savate44K256.3%
forward movement into kickK123.0%
backdash into evade up112.8%
Ten Kao6K102.5%
crouch dash forward into evade down102.5%
Middle Spin Kick66K into Ten Kao6K92.3%
Sharp Shoot1P92.3%
kickK into Ten Kao6K82.0%
backdash into Double Strike2KK61.5%
evade down into crouch dash forward61.5%
Sharp Shoot1P into Sit Jab2P51.3%
evade down into Rapid Double JabP+K51.3%
evade down into guardG51.3%

92 further openings account for the other 141 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira13–5 · 72%4–2 · 67%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?

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 (13 here; about 0.7 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: 4 of 13 tests hold up