VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

IdeaYuta

  • Dural
  • Jean
  • Kage
  • Sarah
Career matches3,726
Career win rate53.0%
Round win rate48.8%
Peak rank32
Distinct opponents117
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1538 #1,763 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

Brad321,46677868853.1%
Dural321,13359254152.2%
Kage3173539633953.9%
Jean2735919216753.5%
Sarah2633181554.5%

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

757 of 991 rounds counted

7.9 inputs a second (473 a minute) this season. Faster than 69% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad7.9473410
Dural8.0478249
Jean8.048220
Kage7.847052
Sarah7.444126

By opponent's character

Wolf7.9476166
Akira8.249594
Kage7.746186
Jean8.047974
Jacky8.048048
Shun7.645439
Sarah7.947523
Vanessa7.746224
Brad7.645446
Goh7.645721
Lion7.544830
Aoi8.148818
El Blaze8.048313
Pai7.947528
Jeffry8.350012
Lei Fei8.65148
Taka6.840611
Dural8.45049
Eileen9.45623
Lau7.14274

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

Wolf49301961.2%+17.6
Akira34191555.9%+5.8
Kage2281436.4%-15.6
Jean1851327.8%-18.5
Jacky1510566.7%+18.6
Shun156940.0%-14.2
Sarah126650.0%+3.8
Vanessa1221016.7%-24.4
Brad113827.3%-10.9
Goh102820.0%-28.1
Lion96366.7%+12.4
Aoi82625.0%-18.4
El Blaze76185.7%+32.3
Pai65183.3%+35.2
Jeffry51420.0%-23.9
Lei Fei31233.3%-0.6
Taka32166.7%+12.9
Dural2020.0%-39.9
Eileen110100.0%+51.5
Lau110100.0%+36.1

1 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Rectangle43222151.2%+5.3
Breakable Half Fence34161847.1%-2.2
Octagon28121642.9%-3.2
Open25151060.0%+13.7
Low Fence22111150.0%-1.5
Half Fence21101147.6%+0.4
Single Wall2112957.1%+11.3
Breakable Full Fence168850.0%-4.2
Full Fence103730.0%-16.7
Full Fence and Open81712.5%-30.1

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15246.7%47.8%-1.1
No walls6855.9%48.6%+7.3

Walls against open: -8.4 points (95% range -22.9 to +6.1), p 0.257 — 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

hahaha (Rank 27)2026/07/283030.0%
鳩男 (Rank 30)2026/07/2785362.5%
乃木ぽん (Rank 30)2026/07/2653260.0%
フェイス (Rank 30)2026/07/263030.0%
あっしゅさんとごち昌 (Rank 34)2026/07/2631233.3%
Light (Rank 31)2026/07/2353260.0%
まーな/Maana (Rank 33)2026/07/2331233.3%
失礼!スマッシュ☆彡 (Rank 28)2026/07/23440100.0%
オムレツハンター© (Rank 31)2026/07/2332166.7%
interceptor (Rank 34)2026/07/2141325.0%
ギンブチ影 (Rank 31)2026/07/203030.0%
abcdkazu1986 (Rank 34)2026/07/1241325.0%
ヘニオ (Rank 32)2026/07/0331233.3%
orz (Rank 28)2026/06/2842250.0%
え~る (Rank 29)2026/06/2754180.0%
a_h_i_k_o (Rank 26)2026/06/2783537.5%
Go!飯饌GiI (Rank 28)2026/05/2742250.0%
manao_0609 (Rank 26)2026/05/27126650.0%
I'mabeginner (Rank 27)2026/05/2542250.0%
いつもの奴 (Rank 29)2026/05/2031233.3%
hanamogera (Rank 28)2026/05/1883537.5%
挨拶3 (Rank 28)2026/05/1732166.7%
6132da (Rank 24)2026/05/07440100.0%
MIES/ミース (Rank 25)2026/05/0731233.3%
あきらめウルフ (Rank 27)2026/04/1243175.0%

Round openings

Every character

backdash into evade up919.2%
backdash into evade down747.5%
Ducking6P+K+G into Crush Knee KickK+G585.8%
Middle Spin Kick66K into Ten Kao6K484.8%
forward movement into punchP363.6%
backdash into punchP353.5%
backdash into Stop Kick313.1%
backdash into Elbow Hook6P252.5%
Dash Hammer Kick66K into Knee Kick6K242.4%
Hi'en Tankyaku9K242.4%
Spine Whip into Lumpini Combination222.2%
backdash into Sharp Shoot1P212.1%
Dtee Sawk Dtrohng4P+K202.0%
backdash into Ducking6P+K+G171.7%
Ducking6P+K+G into Sting BlowP+K151.5%

191 further openings account for the other 450 rounds.

Brad

Career
778–688 · 53.1%
This season
140 matches · 50.7%
Peak rank
32

First hit in 42.9% of 571 rounds. Won 53.1% of the rounds they struck first, 48.8% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Ducking6P+K+G into Crush Knee KickK+G5810.2%
Middle Spin Kick66K into Ten Kao6K488.4%
backdash into evade up488.4%
backdash into evade down417.2%
backdash into Stop Kick4K295.1%
forward movement into punchP284.9%
backdash into Elbow Hook6P254.4%
backdash into Sharp Shoot1P213.7%
Dtee Sawk Dtrohng4P+K203.5%
backdash into punchP193.3%
backdash into Ducking6P+K+G173.0%
Ducking6P+K+G into Sting BlowP+K152.6%
Spine Whip4P into Lumpini Combination4PK152.6%
Middle Spin Kick66K111.9%
backdash into Sway Back4P+K+G91.6%

77 further openings account for the other 167 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf13–3 · 81%4–4 · 50%too few to test
Akira9–6 · 60%0–4 · 0%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?

Dural

Career
592–541 · 52.2%
This season
71 matches · 42.2%
Peak rank
32

First hit in 46.4% of 291 rounds. Won 50.4% of the rounds they struck first, 43.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up2910.0%
Dash Hammer Kick66K into Knee Kick6K248.2%
Hi'en Tankyaku9K248.2%
backdash into evade down227.6%
backdash into back kick+guard4K+G134.5%
Hi'en Tankyaku9K into guardG124.1%
backdash into Attai2K103.4%
backdash into punchP103.4%
Spine Whip4P into Lumpini Combination4PK72.4%
backdash into up, back kick+guard84K+G72.4%
backdash into Hi'en Tankyaku9K51.7%
backdash into High Spin Kick1PK51.7%
backdash into backward movement51.7%
forward movement into One TwoPP51.7%
forward movement into punchP51.7%

70 further openings account for the other 108 rounds.

Kage

Career
396–339 · 53.9%
This season
12 matches · 16.7%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rasen4P815.4%
backdash into evade down713.5%
Rasen4P into backdash47.7%
backdash into Hiji'uchi6P35.8%
backdash into punchP35.8%
Rasen4P into forward dash23.9%
backdash into Gen'you4K+G23.9%
backdash into Nakageri3K23.9%
backdash into Nirenkyaku3KK23.9%
backdash into evade up23.9%
backward movement into evade down23.9%
Furikakato OtoshiK+G into backward movement11.9%
Kodachinuki4K11.9%
Rakujin Gaeri44P11.9%
Rasen4P into Rasen Urageri4PK11.9%

11 further openings account for the other 11 rounds.

Jean

Career
192–167 · 53.5%
This season
13 matches · 69.2%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyaku Seikenzuki66P into Yoko'enpi6P917.6%
backdash into evade up815.7%
backdash into Doumawashi Kaitengeri46K+G47.8%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK35.9%
backdash into Ryoutezuki66P+K35.9%
backdash into Gyaku Seikenzuki66P23.9%
backdash into Tate'enpi~Tenkai Hizageri33PK23.9%
backdash into Yoko'enpi6P23.9%
backdash into punchP23.9%
Gyaku Seikenzuki66P12.0%
Harai'uke (Deflect)4P+K+G into Kake'uchi46P12.0%
Harai'uke (Deflect)4P+K+G into punchP12.0%
backdash into Konohana Sakuya43P+K12.0%
backdash into Shitamaeken2P12.0%
backdash into Shutoukiri4P12.0%

10 further openings account for the other 10 rounds.

Sarah

Career
18–15 · 54.5%
This season
7 matches · 57.1%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up415.4%
backdash into Crescent Heel4K+G311.5%
backdash into evade down311.5%
backdash into Quick Knee6K27.7%
forward movement into High Kick StraightKP27.7%
Sharpsword44K into Sharpsword Combo44KK13.9%
Stiletto66K13.9%
Switch StepP+K+G into backdash13.9%
backdash into Switch Kick4K13.9%
backdash into punchP13.9%
backdash into throwP+G13.9%
backdash into throw escape13.9%
backward movement into Crescent Heel4K+G13.9%
evade down into guardG13.9%
evade up into throw escape13.9%

2 further openings account for the other 2 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 (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: 0 of 15 tests hold up
  • Dural: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Sarah: not tested (too few rounds)