VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

ねいぴーだよ!

  • Jeffry
  • Pai
  • Shun
  • Aoi
  • Vanessa
  • Wolf
  • Akira
  • Kage
  • Taka
Career matches1,291
Career win rate56.2%
Round win rate52.1%
Peak rank30
Distinct opponents97
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1434 #2,443 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

Brad3099854845054.9%
Jeffry27132805260.6%
Pai2480463457.5%
Shun2466412562.1%
Taka2186275.0%
Aoi2153260.0%
Vanessa16110100.0%
Wolf21110100.0%
Akira21000—
Kage21000—

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

482 of 868 rounds counted

8.5 inputs a second (510 a minute) this season. Faster than 80% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad8.7521318
Jeffry7.846952
Pai8.047849
Shun8.651634
Aoi7.947613
Wolf9.25558
Kage8.95355
Taka8.45043

By opponent's character

Akira8.852654
Wolf9.255458
Sarah8.450432
Jacky9.456419
Pai8.148528
Lau8.048248
Goh8.551223
Jean8.651434
Shun8.249423
Aoi8.651643
El Blaze8.75229
Jeffry8.349726
Kage7.544813
Brad7.343610
Lion9.154613
Vanessa7.846918
Lei Fei8.752416
Dural8.85313
Eileen8.35008
Taka8.65174

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

Akira27171063.0%+3.3
Wolf1991047.4%+1.3
Sarah1810855.6%+6.8
Jacky1711664.7%+14.9
Pai1771041.2%-14.8
Lau158753.3%+2.8
Goh147750.0%-1.1
Jean138561.5%+10.4
Shun137653.9%+0.4
Aoi128466.7%+9.2
El Blaze93633.3%-28.0
Jeffry94544.4%-4.4
Kage84450.0%-6.0
Brad53260.0%-2.4
Lion52340.0%-11.7
Vanessa54180.0%+28.7
Lei Fei41325.0%-11.8
Dural2020.0%-58.4
Eileen2020.0%-51.8
Taka110100.0%+45.1

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

Single Wall29141548.3%-9.7
Breakable Full Fence26161061.5%+8.1
Octagon26121446.1%-8.8
Low Fence2314960.9%+18.2
Breakable Half Fence2081240.0%-16.4
Rectangle2081240.0%-10.2
Open1912763.2%+9.5
Full Fence169756.2%+7.0
Half Fence159660.0%+3.9
Full Fence and Open148657.1%+2.7

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
Walls12350.4%53.2%-2.8
No walls7156.3%52.2%+4.2

Walls against open: -6.9 points (95% range -21.8 to +8.0), p 0.362 — 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

48歳技覚えられないよ (Rank 26)2026/10/1332166.7%
委員ちょ (Rank 21)2026/09/2454180.0%
juste (Rank 31)2026/09/1532166.7%
tamaneen (Rank 32)2026/09/144040.0%
VanWinkle (Rank 33)2026/09/1431233.3%
yasai (Rank 21)2026/09/1431233.3%
みらめたる (Rank 21)2026/09/1443175.0%
太鼓の別人@夏Bonus無し (Rank 31)2026/09/13440100.0%
SHUSHUSHU (Rank 30)2026/09/1394544.4%
BANANA (Rank 31)2026/09/135050.0%
Garuyan (Rank 27)2026/09/1032166.7%
けいすけ新宿 (Rank 25)2026/09/1032166.7%
安全パイ (Rank 24)2026/08/3131233.3%
ばくちーラウ (Rank 21)2026/08/31440100.0%
Sun-sin (Rank 21)2026/08/31330100.0%
dalmax72 (Rank 21)2026/08/2274357.1%
メタボおじさん (Rank 31)2026/07/2051420.0%
HoAssYoAss (Rank 27)2026/05/2132166.7%
Gun-Interceptor (Rank 26)2026/05/1754180.0%
kyu (Rank 28)2026/05/0631233.3%
アオゾラ。のびしろF (Rank 24)2026/05/0631233.3%
twinsshine (Rank 26)2026/04/2032166.7%
我的名字叫顺溜 (Rank 22)2026/04/1931233.3%
ベギラゴン先輩 (Rank 22)2026/04/1232166.7%
fle (Rank 23)2026/04/1253260.0%

Round openings

Every character

backdash into Stop Kick4K556.5%
backdash into Sway Back4P+K+G516.0%
Ducking6P+K+G into Crush Knee KickK+G424.9%
forward movement into punchP394.6%
Spine Whip4P into Lumpini Combination4PK384.5%
Middle Spin Kick66K into Ten Kao6K242.8%
Elbow Hook6P232.7%
backdash into Dtee Sawk Combination3PP232.7%
forward dash into Sharp Shoot1P222.6%
Ducking6P+K+G into Sting BlowP+K212.5%
crouch into Sit Jab2P161.9%
backdash into guardG141.6%
backdash into evade up131.5%
Middle Spin Kick66K into kickK121.4%
backdash into evade down121.4%

207 further openings account for the other 447 rounds.

Counted from 211 of the 214 matches played. The rest were not pulled for openings.

Brad

Career
548–450 · 54.9%
This season
167 matches · 49.1%
Peak rank
30

First hit in 50.4% of 677 rounds. Won 55.1% of the rounds they struck first, 44.9% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 48.5% of rounds, against 31.1% in their other rounds.
  • Against Wolf: waits first in 16.2% of rounds, against 3.7% against everyone else.
  • After winning a round: backs off first in 39.6% of rounds, against 22.1% after losing one.
  • In round 4 or later: opens with “forward movement into P punch” in 9.0% of rounds, against 2.8% in their other rounds.
  • Against Pai: opens with “6P+K+G Ducking into K+G Crush Knee Kick” in 16.1% of rounds, against 5.2% against everyone else.
  • When ahead: opens with “backdash into 4P+K+G Sway Back” in 12.6% of rounds, against 2.7% when level or behind.

How is this tested?

backdash into Stop Kick4K558.1%
backdash into Sway Back4P+K+G517.5%
Ducking6P+K+G into Crush Knee KickK+G426.2%
Spine Whip4P into Lumpini Combination4PK385.6%
forward movement into punchP314.5%
Middle Spin Kick66K into Ten Kao6K243.5%
Elbow Hook6P233.4%
backdash into Dtee Sawk Combination3PP233.4%
forward dash into Sharp Shoot1P223.2%
Ducking6P+K+G into Sting BlowP+K213.1%
crouch into Sit Jab2P162.4%
Middle Spin Kick66K into kickK121.8%
backdash into guardG121.8%
Elbow Hook6P into forward dash111.6%
backdash into evade up111.6%

100 further openings account for the other 289 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira7–5 · 58%6–3 · 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?

Jeffry

Career
80–52 · 60.6%
This season
16 matches · 75.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Ducking Low2K+G47.7%
backdash into Knee Attack6K35.8%
backdash into Overblow Shoulder66P+K35.8%
forward movement into punchP35.8%
guardG35.8%
Middle Hell Stab6P+K into Body CrushP+K23.9%
Toe Kick2K23.9%
backdash into Full Swing Double Hammer41236P+K23.9%
backdash into Head Attack46P+K23.9%
backdash into Megaton Knuckle43P+K23.9%
crouch into Side Kick3K23.9%
guardG into Knee Attack6K23.9%
Dash Elbow66P11.9%
Ducking Low2K+G11.9%
Elbow Butt6P11.9%

19 further openings account for the other 19 rounds.

Counted from 13 of the 16 matches played. The rest were not pulled for openings.

Pai

Career
46–34 · 57.5%
This season
13 matches · 69.2%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senchuken6P612.2%
Hi'en Tankyaku9K into forward dash24.1%
Hi'en Tankyaku9K into guardG24.1%
Honshin Soukyaku1K+G24.1%
backdash into Souanshou3P+K24.1%
backdash into evade up24.1%
crouch dash back into Ensei Haijinkyaku7K+G24.1%
crouch dash forward into throwP+G24.1%
crouch into Honshin Soukyaku1K+G24.1%
crouch into Souanshou3P+K24.1%
evade down into Enbikyaku3K+G24.1%
forward movement into punchP24.1%
Hi'en Tankyaku9K12.0%
Koutankyaku66K into forward movement12.0%
Senchuken6P into evade up12.0%

18 further openings account for the other 18 rounds.

Shun

Career
41–25 · 62.1%
This season
9 matches · 55.6%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rensai Gakushu46PP into Rengeki Gakushu46PPP514.7%
Getsuga Gakushu46P38.8%
crouch dash back into crouch38.8%
Haisenchu1P25.9%
backdash into Getsuga Gakushu46P25.9%
crouch into Gyou'in Haishu3P25.9%
Getsuga Gakushu46P into Rensai Gakushu46PP12.9%
Gyou'in Haishu3P into guardG12.9%
Haisenchu1P into guardG12.9%
Kasen Chugeki6P12.9%
Kasen Chugeki6P into forward movement12.9%
Shinho Suikoushu43P+K into evade down12.9%
backdash into Gyou'in Haishu3P12.9%
backdash into guardG12.9%
backward movement into Kasen Zenbokushou6PP12.9%

8 further openings account for the other 8 rounds.

Aoi

Career
3–2 · 60.0%
This season
3 matches · 66.7%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sodeshinken33P+K215.4%
crouch into Hou'oushu3P215.4%
forward movement into punchP215.4%
Chudan Hiji'ate6P into evade up17.7%
Ouda6P+K into Oushu Hiji'ate6P+KP17.7%
backdash17.7%
backdash into Koromoguruma66P17.7%
backdash into Sou'unha66K17.7%
crouch dash forward into Koromoguruma66P17.7%
guardG into backward movement17.7%

Vanessa

Career
1–0 · 100.0%
This season
2 matches · 50.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: crouch into Bone Crush Middle3K225.0%
Defensive Style: Back Charge Kick112.5%
Defensive Style: Sliding Low Kick112.5%
Defensive Style: forward movement into punchP112.5%
Offensive Style: backdash into Bunker Buster9P112.5%
Offensive Style: backdash into Stop Middle4K112.5%
Offensive Style: backdash into back kick+guard4K+G112.5%

Wolf

Career
1–0 · 100.0%
This season
2 matches · 50.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Drop Kick62K into kickK112.5%
backdash into Low Hammer2P112.5%
backdash into Regret Discharge33P+K112.5%
backdash into Savate4K112.5%
backdash into Screw Lariat63214PP112.5%
backdash into evade down112.5%
crouch dash back into Savate4K112.5%
forward dash into Quick Shoulder66P+K112.5%

Akira

Career
0–0 · —
This season
1 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jouho Touken6P125.0%
Jouho Touken6P into forward dash125.0%
Jouho Touken6P into punchP125.0%
Rimon Chouchu66P into Jouho Touken6P125.0%

Taka

Career
6–2 · 75.0%
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Morotezuki66P133.3%
backdash into Zangeki33P133.3%
forward movement into punchP133.3%

Not counted here: Kage. Their matches 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 (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: 6 of 15 tests hold up
  • Jeffry: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Taka: not tested (too few rounds)