VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

攻擊型整人武器

  • Jacky
Career matches1,601
Career win rate56.1%
Round win rate52.8%
Peak rank36
Distinct opponents77
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1774 #464 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

Brad361,58889369556.2%
Jacky26136746.1%

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

458 of 1,035 rounds counted

6.0 inputs a second (363 a minute) this season. Faster than 20% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad6.1365405
Jacky5.834753

By opponent's character

Akira5.935693
Goh5.834628
Vanessa6.035840
Shun6.538826
Jean5.834626
Lion6.538822
Lei Fei6.136842
Jacky6.438448
Jeffry6.739927
Lau6.237525
Sarah6.74023
Taka5.130831
Eileen6.23739
Pai6.035819
Dural6.23728
El Blaze5.935411

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

Akira32131940.6%-14.1
Goh32211165.6%+15.5
Vanessa2216672.7%+15.2
Shun2181338.1%-15.2
Jean1810855.6%+0.9
Lion179852.9%-3.8
Lei Fei169756.2%+3.2
Jacky159660.0%-3.5
Jeffry148657.1%-0.2
Lau137653.9%-4.9
Aoi116554.5%+12.9
Kage105550.0%-6.7
Sarah104640.0%-17.0
Taka84450.0%+6.4
Wolf63350.0%-4.1
Eileen440100.0%+47.3
Pai42250.0%+9.6
Brad32166.7%+21.2
Dural3030.0%-58.5
El Blaze32166.7%+4.2

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

Breakable Full Fence42241857.1%-2.1
Open42251759.5%+11.3
Full Fence30151550.0%-4.5
Half Fence26131350.0%-5.5
Rectangle2617965.4%+6.2
Breakable Half Fence24141058.3%+4.8
Octagon1810855.6%+3.2
Single Wall1861233.3%-15.2
Low Fence168850.0%-2.8
Full Fence and Open94544.4%-10.7

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16656.0%56.1%-0.1
No walls7651.3%50.0%+1.3

Walls against open: -1.5 points (95% range -15.8 to +12.8), p 0.841 — 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

LEEGOSEGA (Rank 39)2026/10/1532166.7%
skimpy_night68 (Rank 34)2026/10/081610662.5%
milkboy2021 (Rank 29)2026/10/0352340.0%
ハマラウ (Rank 42)2026/10/0263350.0%
no-0809 (Rank 38)2026/10/0242250.0%
negipy (Rank 30)2026/10/0286275.0%
ヘニオ (Rank 33)2026/10/02126650.0%
GOGOPEKAaa (Rank 33)2026/05/2086275.0%
でんでんでん123 (Rank 39)2026/05/206060.0%
TKS_5150 (Rank 32)2026/05/2053260.0%
mahiro_725 (Rank 36)2026/05/1973442.9%
じゃんぬ兄(公認) (Rank 35)2026/05/1942250.0%
kansimamoto (Rank 34)2026/05/1943175.0%
こまち (Rank 36)2026/04/23116554.5%
hsat0310 (Rank 33)2026/04/2263350.0%
イイダ (Rank 29)2026/04/2232166.7%
pnt_555 (Rank 35)2026/04/2271614.3%
KumadaP (Rank 33)2026/04/2152340.0%
MOTO (Rank 34)2026/04/2141325.0%
黒鵜なぎ@Vtuber (Rank 31)2026/04/2131233.3%
mi-na_1112 (Rank 31)2026/04/2153260.0%
ゲッパー (Rank 36)2026/04/16159660.0%
あいりく (Rank 34)2026/04/1651420.0%
VF12360-PC(PS将~魔王) (Rank 33)2026/04/164040.0%
Shiokara_RV (Rank 45)2026/04/164040.0%

Round openings

Every character

backdash into Stop Kick4K12912.9%
backdash into Sway Back4P+K+G12412.4%
Middle Spin Kick66K898.9%
punchP into kickK777.7%
Ducking6P+K+G into Crush Knee KickK+G393.9%
backdash into evade down363.6%
Jackal Straight46P+K313.1%
crouch into Sit Jab2P313.1%
backdash into Jackal Straight46P+K272.7%
backdash into Turn Savate44K252.5%
backdash into evade up202.0%
punchP181.8%
backdash into punchP171.7%
punchP into Jab Straight131.3%
Sit Jab2P121.2%

128 further openings account for the other 309 rounds.

Counted from 251 of the 262 matches played. The rest were not pulled for openings.

Brad

Career
893–695 · 56.2%
This season
248 matches · 54.4%
Peak rank
36

First hit in 52.5% of 930 rounds. Won 54.3% of the rounds they struck first, 49.1% of the rounds they were struck first.

Significant Tells

  • Against Shun: waits first in 18.3% of rounds, against 3.4% against everyone else.
  • After opening the round before by backing off: attacks straight away in 39.8% of rounds, against 31.3% after anything else.
  • In round 1: opens with “66K Middle Spin Kick” in 17.7% of rounds, against 6.6% in their other rounds.
  • Against Lion: opens with “6P+K+G Ducking into K+G Crush Knee Kick” in 21.4% of rounds, against 2.7% against everyone else.
  • On Low Fence stages: opens with “6P+K+G Ducking into K+G Crush Knee Kick” in 14.3% of rounds, against 3.7% on the other stages.
  • After winning a round: opens with “backdash into 4P+K+G Sway Back” in 18.8% of rounds, against 8.8% after losing one.

How is this tested?

backdash into Stop Kick4K12913.7%
backdash into Sway Back4P+K+G12413.1%
Middle Spin Kick66K899.4%
punchP into kickK778.2%
Ducking6P+K+G into Crush Knee KickK+G394.1%
Jackal Straight46P+K313.3%
crouch into Sit Jab2P313.3%
backdash into evade down293.1%
backdash into Jackal Straight46P+K272.9%
backdash into Turn Savate44K252.6%
backdash into evade up192.0%
backdash into punchP161.7%
punchP141.5%
Sit Jab2P121.3%
punchP into Jab StraightPP121.3%

105 further openings account for the other 270 rounds.

Counted from 237 of the 248 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
Akira10–10 · 50%0–6 · 0%too few to test
Goh6–6 · 50%10–5 · 67%too few to test
Vanessa10–2 · 83%6–4 · 60%too few to test
Shun7–9 · 44%0–3 · 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.

11 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?

Jacky

Career
6–7 · 46.1%
This season
14 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down713.2%
backdash into Spin Heel Sword4K+G59.4%
punchP47.5%
backdash into Standing Knee Kick4K35.7%
Low Spin Kick1K+G23.8%
backdash into Beat Spin KickP+KK23.8%
backdash into Middle Smash6P23.8%
backdash into Slide Shuffle (Deflect)4P+K+G23.8%
backward movement into evade up23.8%
no input23.8%
High Angle Upper Kick6K11.9%
Slant Back Knuckle1P11.9%
Slide Shuffle (Deflect)4P+K+G into punchP11.9%
Squat Straight2P11.9%
backdash11.9%

17 further openings account for the other 17 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: 6 of 15 tests hold up
  • Jacky: not tested (too few rounds)