VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

NEWTYPE

Career matches8,239
Career win rate49.8%
Round win rate49.5%
Peak rank40
Distinct opponents310
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1772 #476 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

Brad408,2394,0994,14049.8%

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

3,926 of 5,299 rounds counted

5.4 inputs a second (326 a minute) this season. Faster than 7% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad5.43263,926

By opponent's character

Jacky5.5332357
Kage5.3319371
Akira5.2315350
Lau5.4324293
Brad5.4326295
Lei Fei5.5331207
Shun5.5333219
Sarah5.5333208
Pai5.5329271
Jean5.5327225
Goh5.3318162
Aoi5.4327178
Jeffry5.533085
Lion5.4323171
Vanessa5.5329167
Eileen5.5330108
El Blaze5.6334117
Wolf5.231462
Taka5.231477
Dural6.23723

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

Jacky117605751.3%+0.2
Kage117595850.4%+5.2
Akira106446241.5%-5.7
Lau102495348.0%-1.5
Brad83414249.4%-0.0
Lei Fei80394148.8%-2.1
Shun76354146.0%-0.3
Sarah75423356.0%+6.4
Pai73393453.4%+4.8
Jean72423058.3%+6.3
Goh68303844.1%-5.3
Aoi58302851.7%-0.9
Jeffry56352162.5%+11.3
Lion55223340.0%-9.1
Vanessa51183335.3%-6.9
Eileen34151944.1%-7.0
El Blaze34191555.9%+11.4
Wolf2681830.8%-16.4
Taka2181338.1%-14.1
Dural550100.0%+50.2

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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 Fence148747450.0%-0.6
Low Fence143766753.1%+5.5
Breakable Full Fence139607943.2%-4.0
Full Fence134656948.5%-0.8
Octagon132617146.2%-3.2
Single Wall129606946.5%-2.5
Rectangle126606647.6%-1.1
Half Fence125626349.6%+0.6
Open116566048.3%-0.9
Full Fence and Open64372757.8%+9.7

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
Walls80447.5%48.9%-1.4
No walls38849.5%48.7%+0.8

Walls against open: -2.2 points (95% range -8.3 to +3.9), p 0.474 — 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

mudanadoryokuzki (Rank 37)2026/10/182591636.0%
漂泊の民回線ジプシー (Rank 36)2026/10/18138561.5%
ス~パ~オヤツマ~ン (Rank 42)2026/10/07115645.5%
たたみん♪ (Rank 38)2026/10/052015575.0%
ねこむーと (Rank 38)2026/09/292112957.1%
くりたろう (Rank 38)2026/09/26117463.6%
jean (Rank 42)2026/09/24137653.9%
manatsu_7 (Rank 42)2026/09/171331023.1%
Tokkovanessa_VF (Rank 40)2026/09/152591636.0%
stepan_BVFA (Rank 38)2026/09/15146842.9%
alleni3xvf5ws (Rank 38)2026/09/14169756.2%
躑躅 (Rank 38)2026/09/141311284.6%
寿司眼鉄 (Rank 37)2026/09/08126650.0%
デネ (Rank 41)2026/09/05129375.0%
天我 (Rank 39)2026/09/051310376.9%
LEEGOSEGA (Rank 38)2026/08/31116554.5%
spacex_falcon_heavy (Rank 40)2026/08/31123925.0%
ボブソン (Rank 37)2026/08/312213959.1%
アルチャチャ (Rank 38)2026/08/23156940.0%
ピーエス (Rank 39)2026/08/22156940.0%
cyomiko (Rank 41)2026/08/22135838.5%
interceptor (Rank 40)2026/08/021881044.4%
チャベス (Rank 41)2026/07/20136746.1%
mahiro_725 (Rank 36)2026/07/02113827.3%
ダンプよっし~改 (Rank 39)2026/06/30115645.5%

Round openings

Brad

Career
4,099–4,140 · 49.8%
This season
1,309 matches · 48.9%
Peak rank
40

First hit in 44.8% of 5,100 rounds. Won 53.6% of the rounds they struck first, 46.3% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 14.1% of rounds, against 6.9% in their other rounds.
  • Against Brad: backs off first in 34.4% of rounds, against 18.5% against everyone else.
  • On Rectangle stages: attacks straight away in 48.0% of rounds, against 33.0% on the other stages.
  • After opening the round before by moving in: moves in first in 13.4% of rounds, against 6.2% after anything else.
  • After winning a round: attacks straight away in 41.8% of rounds, against 27.0% after losing one.
  • When behind: moves in first in 10.2% of rounds, against 5.1% when ahead or level.
  • In round 4 or later: opens with “66K Middle Spin Kick” in 12.2% of rounds, against 3.6% in their other rounds.
  • Against Jean: opens with “P punch into PK Jab~High Kick” in 13.7% of rounds, against 6.3% against everyone else.
  • After opening the round before with “crouch into 2P Sit Jab”: opens with “66K Middle Spin Kick” in 10.0% of rounds, against 6.0% after anything else.
  • After winning a round: opens with “6P+K+G Ducking into K+G Crush Knee Kick” in 12.6% of rounds, against 6.8% after losing one.
  • When ahead: opens with “6P+K+G Ducking into K+G Crush Knee Kick” in 13.5% of rounds, against 8.1% when level or behind.

How is this tested?

crouch into Sit Jab2P4809.4%
Ducking6P+K+G into Crush Knee KickK+G4609.0%
punchP into Jab~High KickPK3446.7%
backdash into Stop Kick4K3426.7%
Middle Spin Kick66K3015.9%
crouch dash forward into guardG1913.7%
guardG1653.2%
Sway Back4P+K+G into Mighty Knee UpperK1472.9%
evade up1472.9%
evade down1082.1%
evade up into guardG1022.0%
backdash into backward movement981.9%
evade down into guardG951.9%
evade up into Stop Kick4K871.7%
punchP851.7%

222 further openings account for the other 1,977 rounds.

Counted from 1,265 of the 1,309 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Kage36–36 · 50%17–13 · 57%-6.3
Jacky29–28 · 51%19–16 · 54%-1.9
Akira25–34 · 42%16–20 · 44%-0.8
Lau27–31 · 47%11–16 · 41%too few to test
Brad31–32 · 49%6–8 · 43%too few to test
Lei Fei17–27 · 39%16–10 · 62%too few to test
Shun15–24 · 38%13–17 · 43%-2.2
Sarah33–23 · 59%6–6 · 50%too few to test
Pai17–18 · 49%15–12 · 56%too few to test
Goh19–24 · 44%9–14 · 39%too few to test
Jean20–14 · 59%12–9 · 57%too few to test
Jeffry27–15 · 64%4–3 · 57%too few to test
Aoi17–17 · 50%11–6 · 65%too few to test
Lion8–22 · 27%11–8 · 58%too few to test
Vanessa10–21 · 32%7–9 · 44%too few to test
Eileen11–11 · 50%4–8 · 33%too few to test
El Blaze9–7 · 56%7–8 · 47%too few to test
Wolf6–14 · 30%1–3 · 25%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

44 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?

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 (18 here; about 0.9 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: 11 of 18 tests hold up