VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Brad

17さい

  • Akira
Career matches160
Career win rate56.2%
Round win rate47.6%
Peak rank22
Distinct opponents31
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1247 #3,309 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

Brad22150886258.7%
Akira16102820.0%

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

90 of 252 rounds counted

6.8 inputs a second (411 a minute) this season. Faster than 41% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad6.841080
Akira7.041810

By opponent's character

Shun6.94158
Kage5.53282
Sarah6.639926
Akira7.04226
Lion6.74019
Pai7.54504
Aoi7.444110
Lau7.343811
Lei Fei6.43829
Eileen7.04175

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

Shun93633.3%-11.2
Kage7070.0%-48.2
Sarah75271.4%+29.3
Akira65183.3%+30.4
Jean61516.7%-33.4
Lion65183.3%+32.2
Pai5050.0%-58.7
Aoi43175.0%+29.7
Lau42250.0%+8.4
Dural2020.0%-61.5
Goh21150.0%-1.3
Jacky21150.0%+4.1
Lei Fei220100.0%+54.9
Taka220100.0%+44.0
Eileen1010.0%-17.5
El Blaze110100.0%+17.1
Jeffry110100.0%+98.2

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

Open1551033.3%-21.9
Single Wall102820.0%-37.2
Breakable Full Fence95455.6%+13.2
Half Fence94544.4%-0.5
Low Fence74357.1%+11.5
Breakable Half Fence51420.0%-36.5
Octagon550100.0%+57.7
Full Fence21150.0%+4.7
Full Fence and Open220100.0%+54.9

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls3053.3%46.5%+6.9
No walls3234.4%50.0%-15.6

Walls against open: +22.4 points (95% range -8.1 to +53.0), p 0.150 — 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

kondance (Rank 15)62433.3%
lesser-moor54 (Rank 19)550100.0%
TaKaArAsHi573 (Rank 23)440100.0%
mazもらめわるるね (Rank 14)41325.0%
あゆむ (Rank 12)4040.0%
ダストレス (Rank 16)4040.0%
クロラム (Rank 21)31233.3%
DANNY (Rank 12)220100.0%
HanshinHyouronka (Rank 22)220100.0%
flush-server3 (Rank 21)220100.0%
wata-gashi (Rank 13)2020.0%
yonchi41 (Rank 21)220100.0%
ziend-2525 (Rank 25)2020.0%
あっぽぅ (Rank 12)220100.0%
うめの こうじ (Rank 16)21150.0%
きたちょうせんゴリ♂ (Rank 16)21150.0%
じじぷぷ (Rank 13)21150.0%
ぼくどらえもん (Rank 16)2020.0%
金閃閃之瑤池金母 (Rank 1)2020.0%
阿佐谷南外科 (Rank 21)2020.0%
Konjikinoame (Rank 24)110100.0%
nyu_necoginjo (Rank 24)1010.0%
ふかふか (Rank 36)1010.0%
インドラー (Rank 13)1010.0%
オトト (Rank 8)1010.0%

Most played opponents, most recent first

Konjikinoame (Rank 24)2026/06/27110100.0%
ぼくどらえもん (Rank 16)2026/06/042020.0%
lesser-moor54 (Rank 19)2026/06/04550100.0%
クロラム (Rank 21)2026/06/0431233.3%
TaKaArAsHi573 (Rank 23)2026/06/02440100.0%
ふかふか (Rank 36)2026/06/021010.0%
HanshinHyouronka (Rank 22)2026/06/02220100.0%
flush-server3 (Rank 21)2026/05/30220100.0%
ziend-2525 (Rank 25)2026/05/302020.0%
yonchi41 (Rank 21)2026/05/30220100.0%
nyu_necoginjo (Rank 24)2026/05/191010.0%
ダストレス (Rank 16)2026/05/164040.0%
阿佐谷南外科 (Rank 21)2026/05/162020.0%
じじぷぷ (Rank 13)2026/05/1521150.0%
オトト (Rank 8)2026/05/151010.0%
きたちょうせんゴリ♂ (Rank 16)2026/05/1521150.0%
DANNY (Rank 12)2026/05/15220100.0%
あっぽぅ (Rank 12)2026/05/15220100.0%
wata-gashi (Rank 13)2026/05/092020.0%
金閃閃之瑤池金母 (Rank 1)2026/05/092020.0%
インドラー (Rank 13)2026/05/061010.0%
kondance (Rank 15)2026/05/0662433.3%
あゆむ (Rank 12)2026/05/064040.0%
うめの こうじ (Rank 16)2026/05/0621150.0%
mazもらめわるるね (Rank 14)2026/05/0641325.0%

Round openings

Every character

Sway Back4P+K+G into Mighty Knee UpperK5622.1%
evade down228.7%
guardG into evade down145.5%
evade down into Kao Loy6K+G93.6%
Jaguar Tail2K+G83.2%
guardG into evade up83.2%
crouch into Destruction Body3P+K72.8%
backdash into Sway Back4P+K+G62.4%
Jackal Straight46P+K52.0%
evade down into forward dash52.0%
guardG52.0%
guardG into Sway Back4P+K+G52.0%
Sawk Klab6P+K41.6%
evade down into guardG41.6%
Kao Loy6K+G31.2%

63 further openings account for the other 92 rounds.

Brad

Career
88–62 · 58.7%
This season
62 matches · 51.6%
Peak rank
22

First hit in 35.5% of 234 rounds. Won 54.2% of the rounds they struck first, 47.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sway Back4P+K+G into Mighty Knee UpperK5623.9%
evade down219.0%
guardG into evade down125.1%
evade down into Kao Loy6K+G93.9%
Jaguar Tail2K+G83.4%
crouch into Destruction Body3P+K73.0%
backdash into Sway Back4P+K+G62.6%
guardG into evade up62.6%
Jackal Straight46P+K52.1%
evade down into forward dash52.1%
guardG52.1%
guardG into Sway Back4P+K+G52.1%
Sawk Klab6P+K41.7%
evade down into guardG41.7%
Kao Loy6K+G31.3%

50 further openings account for the other 78 rounds.

Akira

Career
2–8 · 20.0%
This season
5 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ekishou3P210.5%
guardG into evade down210.5%
guardG into evade up210.5%
Chouzan Housui46P+K15.3%
Jouho Senshou46P15.3%
Jouho Touken6P into kickK15.3%
Kaikyusei4P into Sayu Kaikyu4PP15.3%
back punch+kick4P+K15.3%
backdash into back punch+kick4P+K15.3%
backdash into guardG15.3%
crouch dash forward into Youteitou6K15.3%
evade down15.3%
evade down into Jouho Senshou46P15.3%
guardG into Chouzan Housui46P+K15.3%
guardG into Jouho Senshou46P15.3%

1 further openings account for the other 1 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Brad: not tested (too few rounds)
  • Akira: not tested (too few rounds)