VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

wildguy177

Career matches8,795
Career win rate49.9%
Round win rate47.2%
Peak rank35
Distinct opponents189
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1578 #1,497 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

Brad358,7954,3914,40449.9%

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

1,222 of 2,258 rounds counted

5.6 inputs a second (335 a minute) this season. Faster than 10% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad5.63351,222

By opponent's character

Akira5.5327169
Jacky5.8350153
Jeffry5.432394
Kage5.533098
Jean5.7339111
Lion5.633768
Brad5.633980
Aoi5.532984
El Blaze5.432234
Goh5.734444
Shun5.834535
Lau6.035738
Sarah5.734033
Vanessa5.633423
Lei Fei5.734460
Wolf5.13084
Taka5.332034
Pai5.331624
Dural5.734036

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

Akira70244634.3%-14.2
Jacky61263542.6%-4.6
Jeffry53252847.2%+6.7
Kage46182839.1%-2.6
Jean37211656.8%+13.4
Lion31141745.2%+1.2
Brad30171356.7%+8.6
Aoi29111837.9%-7.1
El Blaze28101835.7%-13.7
Goh28171160.7%+13.2
Shun22101245.5%-1.8
Lau2113861.9%+21.0
Sarah178947.1%+8.0
Vanessa1771041.2%-2.5
Lei Fei169756.2%+15.7
Wolf1610662.5%+10.9
Taka135838.5%-6.2
Pai1221016.7%-33.8
Dural103730.0%-4.3

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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

Open69284140.6%-5.8
Full Fence65283743.1%-1.4
Octagon65273841.5%-3.3
Half Fence59352459.3%+17.2
Breakable Full Fence54252946.3%-2.2
Single Wall52242846.1%+2.8
Breakable Half Fence48192939.6%-5.6
Low Fence45212446.7%+4.1
Rectangle43222151.2%+4.7
Full Fence and Open1951426.3%-15.5

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls33446.7%45.3%+1.4
No walls16644.0%44.3%-0.3

Walls against open: +1.7 points (95% range -7.3 to +10.7), p 0.715 — 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

IntakeAL (Rank 32)2026/10/1595455.6%
MaxMuncy (Rank 28)2026/10/13660100.0%
Melt (Rank 34)2026/10/13125741.7%
ざわまる☆ (Rank 33)2026/10/1362433.3%
ヘニオ (Rank 34)2026/10/131651131.2%
ぽんぽんぺいん (Rank 36)2026/10/1361516.7%
のみ (Rank 35)2026/10/1362433.3%
チャールズ・バックレ (Rank 34)2026/10/1394544.4%
きよ丸 (Rank 35)2026/10/1373442.9%
都筑まもる君 (Rank 35)2026/10/1363350.0%
a_h_i_k_o (Rank 29)2026/10/1362433.3%
クロサギ@はなちゃん (Rank 31)2026/10/1362433.3%
xu.simon29 (Rank 31)2026/10/1263350.0%
なめ (Rank 35)2026/10/02145935.7%
滝太郎(Takitarou) (Rank 29)2026/09/0363350.0%
무파ZeroBlue (Rank 34)2026/09/0394544.4%
ぶーん (Rank 32)2026/09/03114736.4%
けいすけ新宿 (Rank 32)2026/07/02125741.7%
クレウル (Rank 35)2026/06/2854180.0%
Hi:D (Rank 34)2026/06/14101910.0%
りゅうのすけ (Rank 30)2026/05/3054180.0%
ロデム (Rank 30)2026/05/2874357.1%
あっしゅさん (Rank 31)2026/05/2762433.3%
獣王(設定2) (Rank 30)2026/04/1953260.0%
송곳 (Rank 36)2026/04/0362433.3%

Round openings

Brad

Career
4,391–4,404 · 49.9%
This season
557 matches · 44.9%
Peak rank
35

First hit in 39.4% of 1,726 rounds. Won 49.4% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 16.4% of rounds, against 6.6% in their other rounds.
  • Against Akira: evades first in 43.8% of rounds, against 25.4% against everyone else.
  • After losing a round: evades first in 37.4% of rounds, against 12.5% after winning one.
  • When behind: evades first in 35.4% of rounds, against 18.3% when ahead or level.
  • In round 2: opens with “6P+K+G Ducking into K+G Crush Knee Kick” in 12.4% of rounds, against 5.5% in their other rounds.
  • Against Akira: opens with “evade down into G guard” in 31.5% of rounds, against 14.3% against everyone else.
  • After opening the round before with “G guard into evade down”: opens with “4P+K Dtee Sawk Dtrohng” in 12.2% of rounds, against 6.0% after anything else.
  • After losing a round: opens with “evade down into G guard” in 21.7% of rounds, against 5.4% after winning one.
  • When behind: opens with “evade down into G guard” in 19.8% of rounds, against 10.0% when ahead or level.

How is this tested?

evade down into guardG28016.1%
Sway Back4P+K+G into Mighty Knee UpperK1398.0%
Ducking6P+K+G into Crush Knee KickK+G1257.2%
Dtee Sawk Dtrohng4P+K1046.0%
guardG into evade down925.3%
Sit Jab2P734.2%
Sharp Shoot1P653.7%
Turn Savate44K583.3%
Ducking6P+K+G into Sting BlowP+K362.1%
evade down251.4%
evade down into punchP251.4%
backdash into evade down241.4%
Middle Spin Kick66K211.2%
Jolt Upper3P into Dtee Sawk Combination3PP191.1%
Sway Back4P+K+G into Spine Whip4P181.0%

199 further openings account for the other 640 rounds.

Counted from 428 of the 557 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
Jeffry16–18 · 47%6–4 · 60%too few to test
Akira8–16 · 33%7–12 · 37%too few to test
Jacky11–17 · 39%4–9 · 31%too few to test
Jean14–4 · 78%6–8 · 43%too few to test
Kage6–11 · 35%4–4 · 50%too few to test
El Blaze7–11 · 39%2–5 · 29%too few to test
Lion9–6 · 60%2–6 · 25%too few to test
Shun7–8 · 47%1–1 · 50%too few to test
Goh7–6 · 54%4–3 · 57%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.

129 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 (16 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: 9 of 16 tests hold up