VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

日曜日

Career matches3,752
Career win rate50.6%
Round win rate52.4%
Peak rank36
Distinct opponents72
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1730 #654 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

Brad363,7521,9001,85250.6%

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

524 of 645 rounds counted

9.0 inputs a second (539 a minute) this season. Faster than 86% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad9.0539524

By opponent's character

Jean9.154353
Jacky9.054357
Akira9.054157
Lau8.852843
Jeffry8.349925
Wolf8.853034
Lion9.154538
Goh9.355937
Kage8.953736
Aoi9.35593
Lei Fei8.953430
Shun8.752427
Sarah9.456525
Vanessa9.456315
Pai9.154720
Eileen8.651419
Brad10.06025

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

Jean1991047.4%-6.5
Jacky1614287.5%+40.6
Akira146842.9%-21.9
Lau128466.7%+12.9
Jeffry114736.4%-17.1
Wolf117463.6%+2.6
Lion104640.0%-4.0
Goh92722.2%-32.3
Kage93633.3%-18.5
Aoi84450.0%+2.0
Lei Fei82625.0%-25.5
Shun87187.5%+31.7
Sarah65183.3%+27.8
Vanessa62433.3%-21.1
Pai53260.0%+2.9
Eileen440100.0%+38.3
Brad31233.3%-7.1
El Blaze110100.0%+34.0

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

Open2291340.9%-11.6
Rectangle21111052.4%-3.0
Full Fence1810855.6%+4.5
Octagon1814477.8%+29.2
Single Wall1810855.6%-1.9
Breakable Full Fence1751229.4%-20.4
Breakable Half Fence169756.2%-2.6
Half Fence149564.3%+8.1
Low Fence73442.9%-18.6
Full Fence and Open32166.7%+15.1

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
Walls10455.8%53.5%+2.3
No walls4746.8%54.8%-8.0

Walls against open: +10.3 points (95% range -8.3 to +28.9), p 0.280 — 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

B軍団 (Rank 34)2026/06/2841325.0%
へっぽこラウ (Rank 33)2026/06/2732166.7%
ねこむーと (Rank 36)2026/06/2751420.0%
クレウル (Rank 34)2026/06/27220100.0%
Wallaby360 (Rank 36)2026/06/2441325.0%
panda_kage0 (Rank 38)2026/06/2472528.6%
よーこー (Rank 35)2026/06/2432166.7%
aona (Rank 35)2026/06/2354180.0%
フルレバ (Rank 33)2026/06/23330100.0%
NORESPECT (Rank 33)2026/06/2352340.0%
satoru5110 (Rank 33)2026/06/2331233.3%
interceptor (Rank 36)2026/06/2331233.3%
Shura1025 (Rank 32)2026/06/1531233.3%
west-muta (Rank 32)2026/06/1531233.3%
ボブソン (Rank 36)2026/06/1531233.3%
ji-ru_11 (Rank 32)2026/06/1532166.7%
悟空&八戒☆セタ (Rank 33)2026/06/1542250.0%
bisupo_ (Rank 32)2026/06/1531233.3%
GuardbReaK8274 (Rank 31)2026/06/1562433.3%
ヒ・ジハー (Rank 32)2026/06/15440100.0%
セロ (Rank 36)2026/05/17220100.0%
究極無敵 (Rank 35)2026/04/1232166.7%
nana-ushi (Rank 33)2026/03/30330100.0%
キラキラうきしまの街 (Rank 33)2026/03/2951420.0%
pinturicchio (Rank 30)2026/03/2931233.3%

Round openings

Brad

Career
1,900–1,852 · 50.6%
This season
160 matches · 53.8%
Peak rank
36

First hit in 41.4% of 642 rounds. Won 58.6% of the rounds they struck first, 47.9% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 38.8% of rounds, against 27.8% in their other rounds.
  • In round 1: opens with “forward movement into PP Jab Straight” in 13.1% of rounds, against 6.4% in their other rounds.

How is this tested?

forward movement into Jab StraightPP528.1%
Middle Spin Kick66K507.7%
Dtee Sawk Dtrohng4P+K467.1%
crouch dash forward into guardG385.9%
backdash into Sway Back4P+K+G355.4%
backdash into evade up223.4%
evade down into guardG213.2%
evade down into throwP+G172.6%
crouch dash forward into throwP+G152.3%
backdash into Destruction Body3P+K142.2%
backdash into Stop Kick4K142.2%
forward movement into punchP121.9%
guardG into evade down111.7%
offensive move101.6%
backdash into evade down91.4%

126 further openings account for the other 280 rounds.

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).
  • 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: 2 of 14 tests hold up