VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

イヴァ(Iva-chan)

  • Eileen
Career matches1,174
Career win rate49.1%
Round win rate42.5%
Peak rank36
Distinct opponents70
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1481 #2,148 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

Brad3661028332746.4%
Eileen2756429427052.1%

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

424 of 489 rounds counted

5.1 inputs a second (304 a minute) this season. Faster than 3% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen5.1306311
Brad5.0298113

By opponent's character

Jacky5.130559
Aoi5.130651
Akira5.432550
Pai5.029935
Wolf5.030332
Jeffry5.030124
Jean5.130624
Goh4.728019
Kage5.029924
Lion4.527210
Shun4.627819
El Blaze4.828811
Lau5.130719
Brad5.130814
Lei Fei5.432312
Sarah5.130413
Taka6.53914
Vanessa5.13044

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

Jacky1751229.4%-11.3
Aoi1510566.7%+31.1
Akira124833.3%-5.9
Pai115645.5%+13.1
Wolf103730.0%-6.2
Jeffry92722.2%-20.4
Jean61516.7%-22.9
Goh51420.0%-21.7
Kage52340.0%-7.1
Lion51420.0%-16.5
Shun51420.0%-16.7
El Blaze41325.0%-27.2
Lau42250.0%+21.3
Brad330100.0%+73.5
Lei Fei32166.7%+35.5
Sarah31233.3%+4.8
Taka110100.0%+63.2
Vanessa1010.0%-29.1

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

Half Fence1831516.7%-22.6
Single Wall1810855.6%+21.6
Breakable Full Fence135838.5%-3.9
Low Fence131127.7%-34.4
Rectangle138561.5%+28.9
Octagon123925.0%-15.3
Full Fence84450.0%+17.7
Open85362.5%+26.7
Breakable Half Fence61516.7%-20.8
Full Fence and Open32166.7%+35.6

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
Walls7034.3%37.2%-3.0
No walls3941.0%37.7%+3.4

Walls against open: -6.3 points (95% range -27.2 to +14.5), p 0.552 — 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

jyariten-1968 (Rank 27)2026/10/18220100.0%
GWO (Rank 26)2026/09/2821150.0%
うるヲ参拾 (Rank 38)2026/09/0621150.0%
CELIS (Rank 28)2026/08/3131233.3%
mist-333777 (Rank 26)2026/08/312020.0%
abutora136 (Rank 26)2026/08/3131233.3%
砂の橋 (Rank 27)2026/08/3132166.7%
montanmo (Rank 37)2026/08/313030.0%
ウタコ (Rank 35)2026/08/3121150.0%
jiruju_sara (Rank 28)2026/08/1731233.3%
楽天アキラ (Rank 28)2026/08/1731233.3%
ジズー (Rank 27)2026/08/175050.0%
moksa (Rank 27)2026/08/1721150.0%
ゅろぽ (Rank 24)2026/08/0321150.0%
KoPunchJP (Rank 27)2026/08/0331233.3%
horahukin-DRZ (Rank 25)2026/08/032020.0%
haira_76 (Rank 28)2026/08/032020.0%
カミナリおやじ (Rank 29)2026/08/0331233.3%
Phrazes_For_The_Young (Rank 34)2026/07/2731233.3%
tanechin (Rank 26)2026/07/2621150.0%
ペケ壱 (Rank 28)2026/06/04220100.0%
ゲラ (Rank 27)2026/05/1132166.7%
zxyzguy (Rank 24)2026/05/043030.0%
bonbon (Rank 33)2026/05/042020.0%
たわばTAWABA (Rank 27)2026/04/1921150.0%

Round openings

Every character

backdash into backward movement6313.6%
Kousokuhon7K+G4710.1%
backward movement into guardG326.9%
backdash into guardG204.3%
evade down143.0%
evade down into guardG102.1%
Turn Savate44K into Stop Kick4K91.9%
crouch dash back into evade down91.9%
punchP91.9%
backdash into Stop Kick4K81.7%
evade down into punchP81.7%
Sharp Shoot1P61.3%
backward movement into backdash61.3%
forward movement into backward movement61.3%
backdash into Kousokuhon7K+G51.1%

141 further openings account for the other 213 rounds.

Counted from 113 of the 119 matches played. The rest were not pulled for openings.

Eileen

Career
294–270 · 52.1%
This season
87 matches · 43.7%
Peak rank
27

First hit in 49.7% of 344 rounds. Won 49.7% of the rounds they struck first, 38.7% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Kousokuhon7K+G4713.6%
backdash into backward movement4613.3%
backward movement into guardG298.4%
backdash into guardG195.5%
evade down123.5%
punchP92.6%
evade down into guardG82.3%
evade down into punchP82.3%
crouch dash back into evade down72.0%
forward movement into backward movement61.7%
backdash into Kousokuhon7K+G51.4%
backward movement into backdash51.4%
Enkou Nyudou214P+K into Enkou ShutsudouP41.2%
backdash into Sokutantai3K41.2%
evade down into Sokutantai3K41.2%

95 further openings account for the other 132 rounds.

Counted from 83 of the 87 matches played. The rest were not pulled for openings.

Brad

Career
283–327 · 46.4%
This season
32 matches · 21.9%
Peak rank
36

First hit in 48.3% of 120 rounds. Won 46.5% of the rounds they struck first, 24.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement1714.2%
Turn Savate44K into Stop Kick4K97.5%
backdash into Stop Kick4K86.7%
Sharp Shoot1P65.0%
backdash into Turn Savate44K43.3%
crouch dash back into Sharp Shoot1P43.3%
Dtee Sawk Dtrohng4P+K32.5%
backward movement into guardG32.5%
Elbow Hook6P21.7%
backdash into Further Low1K+G21.7%
backdash into Sit Jab2P21.7%
backdash into Slipping28P+K+G21.7%
backdash into Sway Back4P+K+G21.7%
backward movement into Rapid Double JabP+K21.7%
crouch dash back into Jolt Upper3P21.7%

43 further openings account for the other 52 rounds.

Counted from 30 of the 32 matches played. The rest were not pulled for openings.

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 (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Eileen: 0 of 14 tests hold up
  • Brad: not tested (too few rounds)