VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

HiGeMa_T

Career matches1,498
Career win rate57.3%
Round win rate52.2%
Peak rank40
Distinct opponents109
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1868 #200 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

Brad401,49885864057.3%

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

1,102 of 1,115 rounds counted

9.5 inputs a second (567 a minute) this season. Faster than 91% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad9.55671,102

By opponent's character

Jacky9.6576136
Akira9.7580108
Lion9.255291
Wolf9.858998
Goh9.858878
Jean9.355976
Kage9.154874
Shun9.255380
Brad9.356070
Lau9.758352
Sarah9.355744
Vanessa9.356145
Taka9.255139
Aoi9.657431
Pai9.355927
El Blaze9.557115
Dural9.255413
Eileen9.355613
Jeffry8.852512

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

Jacky33141942.4%-5.0
Akira26141253.9%+5.9
Lion23121152.2%+2.4
Wolf23111247.8%-5.3
Goh1912763.2%+6.8
Jean1981142.1%-7.8
Kage1910952.6%+5.9
Shun1961331.6%-20.8
Brad1810855.6%+7.4
Lau126650.0%-6.4
Sarah128466.7%+9.0
Vanessa118372.7%+27.5
Taka93633.3%-18.5
Aoi74357.1%-1.2
Pai74357.1%+7.3
El Blaze42250.0%-7.1
Dural31233.3%-16.8
Eileen330100.0%+44.2
Jeffry32166.7%+6.6
Lei Fei1010.0%-49.2

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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

Octagon39192048.7%-3.5
Single Wall33211263.6%+11.8
Rectangle31151648.4%-2.4
Low Fence29171258.6%+6.8
Breakable Half Fence2791833.3%-20.2
Half Fence2681830.8%-17.0
Breakable Full Fence25131252.0%+2.8
Open2113861.9%+11.6
Full Fence1713476.5%+22.3
Full Fence and Open115645.5%+2.5

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
Walls16546.7%50.6%-4.0
No walls8361.4%52.5%+9.0

Walls against open: -12.9 points (95% range -26.2 to +0.3), p 0.056 — 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

super-aokun0906 (Rank 40)2026/07/2641325.0%
ミスプロ狼@tenrishoko (Rank 42)2026/07/2675271.4%
犬)정성호,박범계,김민석(鳥 (Rank 40)2026/07/2632166.7%
jinmenusagi (Rank 42)2026/07/24102820.0%
futaba-34 (Rank 37)2026/07/17330100.0%
おかし (Rank 41)2026/07/13104640.0%
pesonkun0519 (Rank 41)2026/07/1342250.0%
duke_nomu3_zebra (Rank 36)2026/07/1343175.0%
umiyama_kai (Rank 37)2026/07/1353260.0%
ゲッパー (Rank 38)2026/07/1364266.7%
spacex_falcon_heavy (Rank 41)2026/07/1342250.0%
しょべるん (Rank 39)2026/07/12550100.0%
Source-chaude-Pa (Rank 41)2026/07/1053260.0%
とぅでい (Rank 42)2026/07/105050.0%
ちのぶらっ! (Rank 41)2026/07/074040.0%
グラウンド・ゼロ (Rank 39)2026/07/0642250.0%
チキンレース (Rank 38)2026/07/0642250.0%
顎美 ほむら (Rank 42)2026/07/0651420.0%
CLEARCARE (Rank 40)2026/07/0641325.0%
jikacho-Gigas (Rank 38)2026/07/0672528.6%
ひらがなであおき (Rank 42)2026/07/0442250.0%
かっこ悪いジャッキー (Rank 39)2026/06/2251420.0%
班 長 (Rank 40)2026/06/2292722.2%
W_takahashi_LJ (Rank 37)2026/06/2043175.0%
乱世の奸雄 (Rank 36)2026/06/1942250.0%

Round openings

Brad

Career
858–640 · 57.3%
This season
271 matches · 50.9%
Peak rank
40

First hit in 52.4% of 1,109 rounds. Won 55.1% of the rounds they struck first, 49.0% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 49.3% of rounds, against 33.7% in their other rounds.
  • Against Shun: evades first in 18.8% of rounds, against 3.2% against everyone else.
  • After opening the round before by moving in: moves in first in 32.6% of rounds, against 22.3% after anything else.
  • After winning a round: attacks straight away in 33.7% of rounds, against 17.3% after losing one.
  • When behind: backs off first in 52.7% of rounds, against 35.6% when ahead or level.
  • After losing a round: opens with “backdash into evade up” in 7.5% of rounds, against 2.7% after winning one.
  • When behind: opens with “backdash into 4P+K+G Sway Back” in 16.5% of rounds, against 6.9% when ahead or level.

How is this tested?

backdash into Sway Back4P+K+G11110.0%
crouch dash forward into Jolt Upper3P514.6%
backdash into evade up484.3%
backdash into evade down393.5%
punchP into Jab StraightPP393.5%
forward dash into evade up363.2%
crouch into Dtee Sawk Combination3PP292.6%
Dtee Sawk Dtrohng4P+K272.4%
Jolt Upper3P into Jolt Upper~Spin Kick3PK222.0%
backdash into Jackal Straight46P+K211.9%
punchP into Elbow Hook6P211.9%
Ducking6P+K+G into Crush Knee KickK+G191.7%
Sway Back4P+K+G into Mighty Knee UpperK171.5%
Elbow Hook6P161.4%
Ducking6P+K+G into Sting BlowP+K151.4%

208 further openings account for the other 604 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky8–11 · 42%5–4 · 56%too few to test
Akira10–11 · 48%1–0 · 100%too few to test
Lion5–9 · 36%2–0 · 100%too few to test
Wolf7–8 · 47%4–4 · 50%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 (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: 7 of 15 tests hold up