VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

ぷにお

  • Vanessa
Career matches972
Career win rate52.3%
Round win rate48.1%
Peak rank29
Distinct opponents180
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1447 #2,369 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

Brad2993048544552.1%
Vanessa2342231954.8%

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

655 of 1,336 rounds counted

7.4 inputs a second (445 a minute) this season. Faster than 57% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad7.4445655

By opponent's character

Akira7.444681
Lion7.846678
Jeffry7.444275
Goh7.343656
Lau7.042125
Wolf7.645851
Jacky7.444538
Aoi6.740429
Jean7.645653
Pai7.746126
Kage7.142324
El Blaze7.243024
Shun7.645528
Lei Fei7.846824
Brad7.645713
Vanessa7.545019
Sarah5.935511

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

Akira43172639.5%-0.4
Lion32181456.2%+12.9
Jeffry31151648.4%+1.2
Goh29121741.4%-12.2
Lau25101540.0%-5.0
Wolf24121250.0%+5.9
Jacky22111150.0%+4.7
Aoi1771041.2%-9.6
Jean159660.0%+16.9
Pai157846.7%-0.1
Kage134930.8%-16.2
El Blaze124833.3%-7.4
Shun128466.7%+18.6
Lei Fei116554.5%+8.9
Brad94544.4%-3.5
Vanessa96366.7%+18.0
Sarah81712.5%-31.4
Eileen31233.3%-11.4
Dural2020.0%-52.4
Taka1010.0%-36.2

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.

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

Low Fence45212446.7%-2.3
Octagon42212150.0%+4.3
Half Fence40202050.0%+5.7
Breakable Full Fence35171848.6%+1.6
Breakable Half Fence35142140.0%-5.2
Rectangle30111936.7%-8.5
Open29161355.2%+5.9
Full Fence28141450.0%+11.6
Single Wall1881044.4%+2.6
Full Fence and Open124833.3%-11.6

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21046.2%44.7%+1.5
No walls9248.9%47.7%+1.2

Walls against open: +0.3 points (95% range -11.7 to +12.3), p 0.960 — 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

crazy7infinty (Rank 27)2026/08/2143175.0%
cream-soba-1972 (Rank 29)2026/08/2151420.0%
DDaDDai (Rank 28)2026/05/3174357.1%
HIROCHILL (Rank 27)2026/05/3143175.0%
タイヨウ (Rank 29)2026/05/3131233.3%
simusimu500 (Rank 29)2026/05/3153260.0%
haira_76 (Rank 28)2026/05/3132166.7%
hahaha (Rank 28)2026/05/3154180.0%
TERA (Rank 26)2026/05/2854180.0%
Zeid1220 (Rank 26)2026/05/2842250.0%
楽天アキラ (Rank 30)2026/05/284040.0%
gigantic-show422 (Rank 30)2026/05/2862433.3%
TakuAnn (Rank 25)2026/05/25440100.0%
Piro-Bomber (Rank 23)2026/04/0243175.0%
pekopekopompom (Rank 28)2026/03/3041325.0%
BokmyeonDaro (Rank 30)2026/03/3042250.0%
MAR-KUN888 (Rank 30)2026/03/3042250.0%
La@Stea☆ (Rank 29)2026/03/3052340.0%
Hijima-J (Rank 25)2026/03/2942250.0%
handesu519 (Rank 27)2026/03/2832166.7%
ヘニオ (Rank 31)2026/03/2863350.0%
yoshi21cc (Rank 27)2026/03/2842250.0%
抹茶かふぇ (Rank 27)2026/03/2841325.0%
TECHNIgotty (Rank 28)2026/03/2831233.3%
ウタコ (Rank 26)2026/03/2842250.0%

Round openings

Every character

Middle Spin Kick66K17913.4%
forward movement into punchP1037.7%
crouch dash forward into guardG916.8%
Jackal Straight46P+K675.0%
backdash into evade down634.7%
crouch dash back into Destruction Body3P+K352.6%
backdash into evade up312.3%
crouch dash forward into Jolt Upper3P312.3%
guardG231.7%
evade down into guardG221.6%
Dtee Sawk Dtrohng4P+K201.5%
crouch dash back into guardG181.4%
Elbow Hook6P171.3%
crouch dash forward into evade down171.3%
evade down into crouch dash forward171.3%

226 further openings account for the other 604 rounds.

Brad

Career
485–445 · 52.1%
This season
318 matches · 45.9%
Peak rank
29

First hit in 46.1% of 1,262 rounds. Won 54.6% of the rounds they struck first, 42.5% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 43.4% of rounds, against 21.3% in their other rounds.
  • Against Akira: moves in first in 46.4% of rounds, against 23.9% against everyone else.
  • After losing a round: waits first in 12.8% of rounds, against 4.1% after winning one.
  • In round 1: opens with “forward movement into P punch” in 14.8% of rounds, against 5.9% in their other rounds.
  • Against Akira: opens with “crouch dash forward into G guard” in 24.7% of rounds, against 4.5% against everyone else.

How is this tested?

Middle Spin Kick66K17914.1%
forward movement into punchP1038.1%
crouch dash forward into guardG917.2%
Jackal Straight46P+K675.3%
backdash into evade down635.0%
crouch dash back into Destruction Body3P+K352.8%
backdash into evade up312.4%
crouch dash forward into Jolt Upper3P312.4%
guardG231.8%
evade down into guardG221.7%
Dtee Sawk Dtrohng4P+K201.6%
crouch dash back into guardG181.4%
Elbow Hook6P171.3%
crouch dash forward into evade down171.3%
evade down into crouch dash forward171.3%

192 further openings account for the other 537 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira10–13 · 43%5–9 · 36%too few to test
Lion9–7 · 56%7–4 · 64%too few to test
Goh7–10 · 41%5–7 · 42%too few to test
Jeffry8–9 · 47%4–3 · 57%too few to test
Lau9–12 · 43%0–2 · 0%too few to test
Wolf7–7 · 50%4–2 · 67%too few to test
Jacky8–6 · 57%3–3 · 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?

Vanessa

Career
23–19 · 54.8%
This season
15 matches · 40.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: forward movement into punchP1623.9%
Defensive Style: Shadow Slicer1014.9%
Defensive Style: forward dash into crouch dash forward46.0%
Defensive Style: backdash into evade down23.0%
Defensive Style: backdash into evade up23.0%
Defensive Style: forward dash into evade down23.0%
Defensive Style: forward movement into Combo High KickPPK23.0%
Offensive Style: Landing Knee Kick23.0%
Offensive Style: forward dash into guardG23.0%
Defensive Style: Bone Crush Middle into guardG11.5%
Defensive Style: Sit Jab11.5%
Defensive Style: Wind Elbow11.5%
Defensive Style: backdash into Heel Kick6K+G11.5%
Defensive Style: backdash into Sit Jab2P11.5%
Defensive Style: backdash into guardG11.5%

19 further openings account for the other 19 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: 5 of 15 tests hold up
  • Vanessa: not tested (too few rounds)