VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

Johnnny_E_

Career matches2,506
Career win rate55.2%
Round win rate53.5%
Peak rank36
Distinct opponents62
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1792 #403 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

Brad362,5061,3841,12255.2%

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

934 of 1,390 rounds counted

5.7 inputs a second (340 a minute) this season. Faster than 11% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad5.7340934

By opponent's character

Akira5.834795
Lau5.5329132
Pai5.6338121
Kage5.734266
Brad5.734264
El Blaze5.432529
Wolf5.331947
Jacky5.835134
Jean5.935672
Taka5.734044
Jeffry5.533249
Sarah5.834940
Shun5.63356
Lion6.136739
Vanessa5.332029
Goh5.432430
Eileen6.337522
Aoi5.935315

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

Akira37271073.0%+7.5
Lau36181850.0%-9.1
Pai34161847.1%+8.1
Kage31131841.9%-19.6
Brad30171356.7%+11.7
El Blaze30121840.0%-15.2
Wolf28121642.9%+7.5
Jacky23111247.8%-0.6
Jean1914573.7%+12.5
Taka1412285.7%+20.4
Jeffry1310376.9%+2.4
Sarah136746.1%-14.7
Shun119281.8%+13.4
Lion96366.7%+7.8
Vanessa82625.0%-19.2
Goh73442.9%-22.3
Eileen660100.0%+16.3
Aoi42250.0%-20.6

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Full Fence50331766.0%+15.2
Breakable Half Fence38162242.1%-10.4
Octagon38221657.9%-3.3
Single Wall37221559.5%+6.2
Low Fence36181850.0%-7.1
Half Fence33171651.5%-7.9
Breakable Full Fence32191359.4%+9.6
Rectangle31151648.4%-5.9
Open2617965.4%+4.3
Full Fence and Open189950.0%-8.7

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22255.0%54.7%+0.3
No walls9957.6%56.8%+0.8

Walls against open: -0.5 points (95% range -13.8 to +12.7), p 0.939 — 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

LethalLegendK (Rank 28)2026/08/3098188.9%
iKillYouXChicken (Rank 38)2026/07/25113827.3%
BearPrincess420 (Rank 21)2026/07/17660100.0%
B34TD0WN (Rank 29)2026/07/16108280.0%
Hottoy (Rank 35)2026/07/1683537.5%
justaname00 (Rank 34)2026/07/161221016.7%
DeadlyRave-Neo (Rank 22)2026/07/1676185.7%
UltraSeBassツ (Rank 35)2026/07/1663350.0%
bugprincess(bpdmaxxing) (Rank 32)2026/07/1684450.0%
JINXHAND (Rank 31)2026/07/1636201655.6%
evoyd (Rank 35)2026/07/12148657.1%
xChimerax (Rank 33)2026/07/12550100.0%
ItsameBS (Rank 33)2026/07/1251420.0%
GenesisFrenzy (Rank 38)2026/06/1126131350.0%
RareEntity (Rank 40)2026/06/114040.0%
n.fangy (Rank 38)2026/06/1029121741.4%
I'monlysleeping (Rank 32)2026/06/0453260.0%
Tav (Rank 31)2026/06/0474357.1%
ChilePiquín (Rank 32)2026/06/04108280.0%
StayRealChill (Rank 35)2026/05/1063350.0%
legendaryhero (Rank 31)2026/05/0675271.4%
神拳|Kaolan (Rank 34)2026/05/06168850.0%
Chow (Rank 36)2026/05/04104640.0%
Belzagy (Rank 27)2026/05/0464266.7%
Allstar804 (Rank 40)2026/03/2953260.0%

Round openings

Brad

Career
1,384–1,122 · 55.2%
This season
353 matches · 55.5%
Peak rank
36

First hit in 47.9% of 1,371 rounds. Won 54.7% of the rounds they struck first, 52.6% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 5.4% of rounds, against 1.4% in their other rounds.
  • In round 1: opens with “46P+K Jackal Straight” in 21.0% of rounds, against 9.0% in their other rounds.
  • Against Shun: opens with “66K Middle Spin Kick” in 41.5% of rounds, against 19.7% against everyone else.

How is this tested?

Middle Spin Kick66K28520.3%
Jackal Straight46P+K16912.1%
punchP into Jab~High KickPK1188.4%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK765.4%
Dtee Sawk Dtrohng4P+K into evade down503.6%
backward movement into Sawk Klab6P+K362.6%
Sharp Shoot1P322.3%
Jab StraightPP into Combination LowPPK302.1%
Sway Back4P+K+G into Mighty Knee UpperK302.1%
Dtee Sawk Dtrohng4P+K261.9%
Stop Kick4K into forward movement261.9%
Spine Whip4P into evade down231.6%
forward dash into throwP+G221.6%
Sway Back4P+K+G into BreakdownP+K201.4%
forward dash into Sharp Shoot1P181.3%

137 further openings account for the other 442 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira23–10 · 70%2–0 · 100%too few to test
Lau11–11 · 50%5–6 · 45%too few to test
Pai7–14 · 33%9–4 · 69%too few to test
Kage9–6 · 60%2–6 · 25%too few to test
Brad9–9 · 50%5–3 · 62%too few to test
El Blaze7–11 · 39%5–7 · 42%too few to test
Wolf10–12 · 45%2–4 · 33%too few to test
Jacky3–6 · 33%6–5 · 55%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 (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: 3 of 15 tests hold up