VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Brad

lolo_brad1975

  • Lei Fei
Career matches3,904
Career win rate48.9%
Round win rate49.1%
Peak rank34
Distinct opponents183
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1603 #1,327 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

Brad343,8871,9001,98748.9%
Lei Fei26178947.1%

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

1,136 of 1,765 rounds counted

7.5 inputs a second (448 a minute) this season. Faster than 58% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad7.54481,123
Lei Fei7.746113

By opponent's character

Akira7.4446173
Wolf7.4446141
Jean7.746168
Sarah7.344083
El Blaze7.243452
Jacky7.645851
Jeffry7.343877
Lion7.645868
Aoi7.846565
Brad7.746258
Goh7.545158
Lau7.746344
Pai7.243249
Shun7.544924
Vanessa7.545234
Kage7.041727
Lei Fei7.343641
Taka7.544823

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

Akira54233142.6%-9.2
Wolf53302356.6%+4.6
Jean45271860.0%+12.7
Sarah3082226.7%-16.6
El Blaze26131350.0%-1.1
Jacky26101638.5%-8.2
Jeffry26101638.5%-8.0
Lion26131350.0%+2.5
Aoi22121054.5%+6.8
Brad21111052.4%+9.6
Goh1913668.4%+18.7
Lau1910952.6%+6.0
Pai1541126.7%-14.6
Shun147750.0%-1.8
Vanessa129375.0%+21.5
Kage103730.0%-14.2
Lei Fei105550.0%-0.1
Taka52340.0%-3.9
Dural1010.0%-57.1
Eileen1010.0%-52.9

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 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

Breakable Full Fence53223141.5%-5.8
Full Fence53233043.4%-6.5
Low Fence50222844.0%-5.1
Octagon45252055.6%+8.8
Breakable Half Fence44192543.2%-4.9
Open44281663.6%+14.3
Half Fence40221855.0%+9.5
Single Wall38172144.7%-5.0
Rectangle29151451.7%-2.1
Full Fence and Open2291340.9%-3.6

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls26447.7%48.2%-0.5
No walls13250.8%49.5%+1.3

Walls against open: -1.7 points (95% range -12.6 to +9.2), p 0.756 — 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

ちょいそる (Rank 33)2026/09/2973442.9%
SHUSHUSHU (Rank 31)2026/08/2563350.0%
獣王(設定2) (Rank 30)2026/08/2354180.0%
fwnd1396 (Rank 33)2026/07/2853260.0%
syounai (Rank 30)2026/07/2343175.0%
yamaneko (Rank 35)2026/07/2361516.7%
鳩男 (Rank 31)2026/07/15109190.0%
ルドルフ (Rank 32)2026/07/156060.0%
くろなぎ (Rank 30)2026/07/1443175.0%
どろパイ (Rank 31)2026/07/1453260.0%
BigBoin (Rank 33)2026/07/1365183.3%
あつあげ (Rank 29)2026/07/1382625.0%
mmmsm (Rank 29)2026/07/0365183.3%
キネマ (Rank 33)2026/06/2054180.0%
pinturicchio (Rank 31)2026/06/1653260.0%
all'arrabbiata563 (Rank 29)2026/06/1353260.0%
CELIS (Rank 28)2026/06/0942250.0%
FUJI (Rank 27)2026/05/29127558.3%
いつもの奴 (Rank 28)2026/05/2973442.9%
チョコボール納屋5F (Rank 32)2026/05/2754180.0%
た・ω・な (Rank 34)2026/05/2151420.0%
LEO (Rank 32)2026/05/1862433.3%
ヘニオ (Rank 32)2026/05/1451420.0%
Phrazes_For_The_Young (Rank 32)2026/05/1152340.0%
寿司眼鉄 (Rank 32)2026/05/0862433.3%

Round openings

Every character

backdash into Sway Back4P+K+G35520.1%
Ducking6P+K+G into Crush Knee KickK+G28616.2%
backdash into Stop Kick4K1377.8%
Jolt Upper3P854.8%
Middle Spin Kick66K804.5%
backward movement into Sawk Klab6P+K563.2%
Jackal Straight46P+K482.7%
crouch dash forward into throw escape412.3%
Spine Whip4P into evade up291.6%
forward dash into Sharp Shoot1P291.6%
Dtee Sawk Dtrohng4P+K281.6%
backdash into Jackal Straight46P+K271.5%
Sharp Shoot1P241.4%
Jolt Upper3P into Jolt Upper~Spin Kick3PK201.1%
backdash into evade down201.1%

158 further openings account for the other 500 rounds.

Brad

Career
1,900–1,987 · 48.9%
This season
432 matches · 48.4%
Peak rank
34

First hit in 43.9% of 1,748 rounds. Won 54.0% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 55.1% of rounds, against 34.4% in their other rounds.
  • Against Akira: backs off first in 53.0% of rounds, against 37.7% against everyone else.
  • After opening the round before by attacking: backs off first in 41.2% of rounds, against 27.5% after anything else.
  • After losing a round: attacks straight away in 66.0% of rounds, against 47.1% after winning one.
  • When behind: attacks straight away in 63.8% of rounds, against 53.5% when ahead or level.
  • In round 1: opens with “backdash into 4P+K+G Sway Back” in 38.0% of rounds, against 14.5% in their other rounds.
  • Against Akira: opens with “backdash into 4P+K+G Sway Back” in 37.0% of rounds, against 17.9% against everyone else.
  • After opening the round before with “6P+K+G Ducking into K+G Crush Knee Kick”: opens with “backdash into 4P+K+G Sway Back” in 24.6% of rounds, against 12.5% after anything else.
  • After winning a round: opens with “backdash into 4K Stop Kick” in 12.4% of rounds, against 3.6% after losing one.
  • When ahead: opens with “backdash into 4K Stop Kick” in 9.1% of rounds, against 5.6% when level or behind.

How is this tested?

backdash into Sway Back4P+K+G35520.3%
Ducking6P+K+G into Crush Knee KickK+G28616.3%
backdash into Stop Kick4K1377.8%
Jolt Upper3P854.8%
Middle Spin Kick66K804.6%
backward movement into Sawk Klab6P+K563.2%
Jackal Straight46P+K482.7%
crouch dash forward into throw escape412.3%
Spine Whip4P into evade up291.7%
forward dash into Sharp Shoot1P291.7%
Dtee Sawk Dtrohng4P+K281.6%
backdash into Jackal Straight46P+K271.5%
Sharp Shoot1P241.4%
Jolt Upper3P into Jolt Upper~Spin Kick3PK201.1%
backdash into evade down201.1%

148 further openings account for the other 487 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira15–23 · 39%6–5 · 55%too few to test
Wolf15–11 · 58%12–8 · 60%too few to test
Jean16–8 · 67%9–7 · 56%too few to test
Sarah5–14 · 26%2–8 · 20%too few to test
El Blaze10–9 · 53%3–3 · 50%too few to test
Jacky2–11 · 15%6–3 · 67%too few to test
Jeffry8–9 · 47%2–5 · 29%too few to test
Lion5–7 · 42%5–4 · 56%too few to test
Aoi7–6 · 54%4–4 · 50%too few to test
Brad9–4 · 69%2–6 · 25%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?

Lei Fei

Career
8–9 · 47.1%
This season
3 matches · 33.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Toushou66P215.4%
offensive move215.4%
Kakushu Suigeki6P into throwP+G17.7%
Rigoutai6K17.7%
Rigoutai6K into kickK17.7%
Sayu ShoukenPP into Renkan MahosuiPPP17.7%
Zaban Hekishou66P+K17.7%
offensive move into crouch17.7%
offensive move into evade down17.7%
punchP into Sayu ShoukenPP17.7%
punchP into throwP+G17.7%

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
  • Lei Fei: not tested (too few rounds)