VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

chima0818turi

Career matches4,339
Career win rate52.6%
Round win rate50.1%
Peak rank42
Distinct opponents138
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1859 #215 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

Brad424,3392,2832,05652.6%

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

1,494 of 2,761 rounds counted

8.5 inputs a second (509 a minute) this season. Faster than 79% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad8.55091,494

By opponent's character

Kage8.3501148
Lau8.3496209
Akira8.651492
Lion8.6518124
Wolf8.7521138
Jeffry8.5510141
Goh8.651848
Sarah8.8526108
Shun8.148884
Aoi8.450285
Jacky8.550848
Vanessa8.148959
El Blaze8.752154
Brad8.752345
Pai9.154637
Taka8.349730
Jean8.450731
Lei Fei7.846913

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

Kage77423554.5%+3.7
Lau66313547.0%-3.6
Akira61253641.0%-4.5
Lion58243441.4%-3.1
Wolf58263244.8%-4.2
Jeffry49292059.2%+6.8
Goh39281171.8%+15.6
Sarah36211558.3%+4.0
Shun36171947.2%+4.8
Aoi31161551.6%-8.5
Jacky27161159.3%+6.1
Vanessa25121348.0%-0.1
El Blaze24111345.8%-2.8
Brad1871138.9%-1.5
Pai178947.1%-0.5
Taka167943.8%-7.6
Jean147750.0%-13.0
Lei Fei106460.0%+4.6
Dural72528.6%-13.1
Eileen41325.0%-10.8

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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

Open91484352.8%+4.5
Low Fence78473160.3%+12.7
Breakable Half Fence66283842.4%-8.7
Breakable Full Fence65333250.8%+2.3
Full Fence65303546.1%-4.5
Rectangle62233937.1%-14.9
Half Fence60312951.7%-1.6
Single Wall54262848.1%-0.7
Octagon49242549.0%-3.2
Full Fence and Open47242351.1%+1.4

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls36746.0%50.7%-4.7
No walls22354.3%48.9%+5.4

Walls against open: -10.0 points (95% range -18.1 to -1.9), p 0.015 — a difference this size is unlikely to be chance.

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

Re:Biz (Rank 40)2026/08/2885362.5%
デネ (Rank 42)2026/08/2731201164.5%
ハマラウ (Rank 41)2026/08/27115645.5%
うるヲ参拾 (Rank 38)2026/08/21169756.2%
イイクルーン (Rank 37)2026/08/0585362.5%
苦道訓|kudoukun_goh (Rank 38)2026/07/2997277.8%
ふかふか (Rank 38)2026/07/25149564.3%
ちび太★らふぁ~る (Rank 41)2026/07/10106460.0%
どど (Rank 43)2026/06/21115645.5%
マハリータまるこ (Rank 39)2026/06/20116554.5%
でらちん (Rank 40)2026/06/1884450.0%
どっせ参謀 (Rank 38)2026/06/1285362.5%
いえす (Rank 39)2026/06/121651131.2%
初代マサオ (Rank 37)2026/06/1096366.7%
龍太 (Rank 42)2026/06/1031112035.5%
あむざん (Rank 43)2026/06/051551033.3%
班 長 (Rank 42)2026/06/03105550.0%
翠嵐 (Rank 38)2026/05/2485362.5%
muumuu (Rank 39)2026/05/192113861.9%
北斗神拳 弐ノ羅将 (Rank 39)2026/05/1895455.6%
中四国ウルフ (Rank 42)2026/05/15136746.1%
ぽん (Rank 37)2026/05/1183537.5%
ゲッパー (Rank 37)2026/05/082417770.8%
Shiokara_RV (Rank 45)2026/04/16150150.0%
サンドイッチ (Rank 40)2026/04/15104640.0%

Round openings

Brad

Career
2,283–2,056 · 52.6%
This season
673 matches · 49.9%
Peak rank
42

First hit in 46.1% of 2,744 rounds. Won 53.4% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

  • In round 2: evades first in 16.5% of rounds, against 8.3% in their other rounds.
  • Against Shun: evades first in 21.0% of rounds, against 9.7% against everyone else.
  • After opening the round before by backing off: waits first in 12.4% of rounds, against 9.4% after anything else.
  • After losing a round: evades first in 15.2% of rounds, against 8.7% after winning one.
  • When behind: evades first in 17.1% of rounds, against 9.7% when ahead or level.
  • In round 4 or later: opens with “46P+K Jackal Straight” in 10.6% of rounds, against 6.6% in their other rounds.
  • Against Kage: opens with “crouch into 2P Sit Jab” in 8.8% of rounds, against 4.3% against everyone else.
  • After opening the round before with “46P+K Jackal Straight”: opens with “backdash into 3P+K Destruction Body” in 10.0% of rounds, against 5.4% after anything else.
  • After losing a round: opens with “66K Middle Spin Kick” in 7.9% of rounds, against 1.7% after winning one.
  • When the score is level: opens with “crouch into 2P Sit Jab” in 6.4% of rounds, against 5.2% when ahead or behind.

How is this tested?

Jackal Straight46P+K2127.7%
backdash into Destruction Body3P+K1465.3%
crouch into Sit Jab2P1334.8%
backdash into Stop Kick4K1254.5%
Middle Spin Kick66K1194.3%
Ducking6P+K+G into Crush Knee KickK+G1174.2%
crouch dash back into Further Low1K+G1003.6%
forward movement into throw escape963.5%
backdash into offensive move933.4%
forward dash into evade down792.9%
forward movement into Jab StraightPP732.6%
Sit Jab2P712.6%
backdash into Sway Back4P+K+G702.5%
forward movement into punchP541.9%
evade up into crouch dash forward501.8%

239 further openings account for the other 1,233 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Kage18–24 · 43%14–8 · 64%too few to test
Lau14–15 · 48%12–17 · 41%too few to test
Akira9–25 · 26%11–9 · 55%too few to test
Lion12–16 · 43%7–11 · 39%too few to test
Wolf12–15 · 44%12–15 · 44%too few to test
Jeffry17–16 · 52%7–0 · 100%too few to test
Goh18–8 · 69%9–3 · 75%too few to test
Sarah11–10 · 52%9–3 · 75%too few to test
Shun12–13 · 48%3–3 · 50%too few to test
Aoi12–11 · 52%4–4 · 50%too few to test
Jacky11–9 · 55%4–2 · 67%too few to test
Vanessa8–9 · 47%3–4 · 43%too few to test
El Blaze3–4 · 43%6–7 · 46%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?

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: 10 of 16 tests hold up