VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

dij_0826

  • Jeffry
  • Jacky
Career matches3,784
Career win rate49.8%
Round win rate50.7%
Peak rank29
Distinct opponents165
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1500 #2,016 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

Brad271,89391298148.2%
Jeffry291,87896191751.2%
Jacky221310376.9%

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

753 of 1,244 rounds counted

5.0 inputs a second (303 a minute) this season. Faster than 3% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad5.0300442
Jeffry5.1306297
Jacky5.332014

By opponent's character

Akira5.1309144
Wolf4.728172
Aoi5.332085
Jacky5.230964
Jeffry4.929639
Sarah5.030259
Goh5.231441
Pai5.230916
Kage5.030032
Shun5.030031
El Blaze5.029729
Jean5.029829
Vanessa5.130824
Lau5.231015
Lion4.828524
Brad4.828821
Lei Fei5.030010
Eileen4.929510
Taka4.92938

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

Akira47272057.5%+7.7
Wolf37132435.1%-10.7
Aoi33181554.5%+0.5
Jacky29191065.5%+12.0
Jeffry24101441.7%-9.3
Sarah2113861.9%+22.9
Goh20101050.0%+1.6
Pai156940.0%-11.2
Kage137653.9%-0.3
Shun136746.1%+3.3
El Blaze113827.3%-22.1
Jean115645.5%-4.0
Vanessa116554.5%+9.9
Lau73442.9%-9.4
Lion73442.9%-11.5
Brad61516.7%-19.9
Lei Fei53260.0%+15.7
Eileen42250.0%+9.6
Taka2020.0%-45.6
Dural1010.0%-32.8

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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 Half Fence41251661.0%+11.4
Half Fence37152240.5%-6.7
Open37211656.8%+8.7
Octagon34171750.0%+6.0
Low Fence30141646.7%-2.9
Single Wall30102033.3%-14.0
Full Fence28131546.4%-4.2
Breakable Full Fence25131252.0%+1.2
Rectangle23101343.5%-8.7
Full Fence and Open1910952.6%-0.8

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18849.5%48.9%+0.5
No walls9746.4%48.2%-1.8

Walls against open: +2.4 points (95% range -9.7 to +14.4), p 0.702 — 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

ぽん (Rank 29)2026/10/1643175.0%
nekota (Rank 24)2026/09/1454180.0%
pallmtree (Rank 29)2026/08/254040.0%
nourusu (Rank 29)2026/08/2552340.0%
紫荆一头牛 (Rank 23)2026/07/3143175.0%
Evolution.K (Rank 29)2026/07/3141325.0%
김치 (Rank 23)2026/07/3164266.7%
こて (Rank 27)2026/07/2252340.0%
三輪ですが@SRGM (Rank 25)2026/07/2142250.0%
失礼!スマッシュ☆彡 (Rank 26)2026/07/2132166.7%
osAnKIRA (Rank 23)2026/07/2073442.9%
meine (Rank 26)2026/07/2075271.4%
M&E (Rank 23)2026/07/204040.0%
造り酒屋の御曹司 (Rank 25)2026/07/1964266.7%
ガンジャッキー (Rank 25)2026/07/1653260.0%
かくるる (Rank 29)2026/07/1241325.0%
フォアグラ (Rank 25)2026/07/1042250.0%
gimoring (Rank 26)2026/06/2932166.7%
mokoha_jean (Rank 22)2026/06/2642250.0%
drnneb75 (Rank 27)2026/06/2262433.3%
え~る (Rank 28)2026/06/1531233.3%
manekinecogames (Rank 23)2026/06/02440100.0%
μ (Rank 25)2026/05/0741325.0%
yasai (Rank 22)2026/03/3132166.7%
ゼータ(MSZ-006) (Rank 26)2026/03/2941325.0%

Round openings

Every character

backdash into evade up18314.8%
backdash into throwP+G1108.9%
Middle Hell Stab6P+K806.5%
backdash into Sharp Shoot1P615.0%
backdash into guardG544.4%
Sway Back4P+K+G into Mighty Knee UpperK504.1%
backdash into Sway Back4P+K+G443.6%
Sharp Shoot1P383.1%
Middle Spin Kick66K332.7%
backdash into Double Hammer Down43P312.5%
guardG312.5%
backdash into Tsunami Beat3K+G292.4%
backdash into Head Attack46P+K282.3%
backdash into Lumpini Combination4PK262.1%
backdash into throw escape221.8%

130 further openings account for the other 412 rounds.

Counted from 313 of the 317 matches played. The rest were not pulled for openings.

Brad

Career
912–981 · 48.2%
This season
172 matches · 52.3%
Peak rank
27

First hit in 42.2% of 682 rounds. Won 52.1% of the rounds they struck first, 53.3% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 48.8% of rounds, against 29.7% in their other rounds.
  • Against Wolf: waits first in 27.7% of rounds, against 1.7% against everyone else.
  • After opening the round before by backing off: backs off first in 75.4% of rounds, against 52.6% after anything else.
  • In round 2: opens with “4P+K+G Sway Back into K Mighty Knee Upper” in 11.1% of rounds, against 6.0% in their other rounds.
  • Against Sarah: opens with “backdash into evade up” in 35.4% of rounds, against 12.3% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 26.7% of rounds, against 11.3% after anything else.

How is this tested?

backdash into evade up9613.9%
backdash into Sharp Shoot1P618.8%
Sway Back4P+K+G into Mighty Knee UpperK507.2%
backdash into throwP+G456.5%
backdash into Sway Back4P+K+G446.4%
Sharp Shoot1P385.5%
Middle Spin Kick66K334.8%
backdash into Lumpini Combination4PK263.8%
guardG223.2%
Sway Back4P+K+G into BreakdownP+K213.0%
backdash into throw escape202.9%
backdash into guardG182.6%
Sawk Klab6P+K172.5%
backdash152.2%
backward movement into evade up91.3%

74 further openings account for the other 175 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Aoi11–7 · 61%3–3 · 50%too few to test
Wolf5–10 · 33%5–4 · 56%too few to test
Akira8–4 · 67%4–4 · 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?

Jeffry

Career
961–917 · 51.2%
This season
142 matches · 44.4%
Peak rank
29

First hit in 49.5% of 519 rounds. Won 47.5% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 35.5% of rounds, against 14.9% in their other rounds.
  • Against Wolf: waits first in 24.1% of rounds, against 2.1% against everyone else.
  • After opening the round before by backing off: backs off first in 85.9% of rounds, against 64.3% after anything else.
  • When ahead: attacks straight away in 17.2% of rounds, against 13.2% when level or behind.
  • In round 1: opens with “6P+K Middle Hell Stab” in 26.1% of rounds, against 11.3% in their other rounds.
  • Against Akira: opens with “backdash into evade up” in 36.1% of rounds, against 12.6% against everyone else.

How is this tested?

backdash into evade up8616.3%
Middle Hell Stab6P+K8015.2%
backdash into throwP+G6412.1%
backdash into guardG356.6%
backdash into Double Hammer Down43P315.9%
backdash into Tsunami Beat3K+G295.5%
backdash into Head Attack46P+K285.3%
backdash into Rising Hammer43PP193.6%
backdash into Middle Hell Stab6P+K142.6%
backward movement into evade up132.5%
guardG91.7%
backward movement into throwP+G81.5%
Ducking Low2K+G71.3%
backdash into Kenka Hook46P71.3%
backdash into punchP71.3%

51 further openings account for the other 91 rounds.

Counted from 138 of the 142 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–6 · 57%2–1 · 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.

4 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Jacky

Career
10–3 · 76.9%
This season
3 matches · 66.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Somersault Kick7K428.6%
Beat KnuckleP+K into Beat & Back KnuckleP+KP214.3%
Standing Knee Kick4K17.1%
backdash17.1%
backdash into Spin Heel Sword4K+G17.1%
backdash into evade up17.1%
backdash into guardG17.1%
backdash into throwP+G17.1%
evade up into forward dash17.1%
forward dash into throwP+G17.1%

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 (30 here; about 1.5 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: 6 of 15 tests hold up
  • Jeffry: 6 of 15 tests hold up
  • Jacky: not tested (too few rounds)