VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

Sleipnir-kzm

  • Jeffry
Career matches5,972
Career win rate51.6%
Round win rate48.0%
Peak rank39
Distinct opponents206
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1656 #1,015 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

Brad395,3912,7302,66150.6%
Jeffry3658135023160.2%

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

2,601 of 3,966 rounds counted

9.1 inputs a second (545 a minute) this season. Faster than 88% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad8.95352,468
Jeffry11.8711133

By opponent's character

Akira9.3556406
Lau9.2550192
Goh9.2551250
Jacky9.1545202
Kage8.5512175
Sarah9.0542163
El Blaze9.3559146
Wolf9.1543157
Aoi9.2550174
Brad9.0540112
Shun8.651468
Vanessa8.752069
Lion9.255580
Jeffry8.953672
Taka9.5572117
Pai8.852950
Jean9.356078
Lei Fei9.054040
Eileen8.651340
Dural9.154710

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

Akira138597942.8%-4.2
Lau85404547.1%+1.8
Goh79295036.7%-12.9
Jacky72393354.2%+2.2
Kage68303844.1%+0.1
Sarah55282750.9%+8.8
El Blaze50282256.0%+4.8
Wolf50262452.0%+2.0
Aoi49242549.0%+2.9
Brad48202841.7%-6.7
Shun46192741.3%-1.1
Vanessa45172837.8%-1.2
Lion41221953.7%+4.2
Jeffry39201951.3%+2.8
Taka30191163.3%+16.1
Pai29141548.3%+4.4
Jean26111542.3%-15.0
Lei Fei126650.0%+10.0
Eileen103730.0%-7.4
Dural32166.7%+32.7

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Single Wall114625254.4%+11.1
Breakable Full Fence106475944.3%-1.8
Octagon97455246.4%+1.7
Breakable Half Fence94395541.5%-3.6
Full Fence94355937.2%-12.0
Half Fence93464749.5%-0.7
Low Fence89424747.2%-1.4
Rectangle83453854.2%+9.6
Open82364643.9%-3.8
Full Fence and Open53252847.2%+0.2

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
Walls56745.3%46.5%-1.2
No walls28549.1%46.6%+2.5

Walls against open: -3.7 points (95% range -10.7 to +3.3), p 0.296 — 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

jinmenusagi (Rank 41)2026/08/032251722.7%
expensive-sand (Rank 38)2026/07/301710758.8%
jean (Rank 42)2026/07/301551033.3%
banjar (Rank 38)2026/07/2727161159.3%
★闘将拉麵男★ (Rank 35)2026/07/2427151255.6%
くりたろう (Rank 40)2026/07/24147750.0%
究極無敵 (Rank 38)2026/07/241610662.5%
cyomiko (Rank 39)2026/07/2023111247.8%
ふかふか (Rank 38)2026/07/2095455.6%
[VirtuAnalytics]SuperGolden (Rank 33)2026/07/201110190.9%
かえる (Rank 38)2026/07/20148657.1%
fukuchan_tenjin (Rank 39)2026/07/20104640.0%
デネ (Rank 40)2026/07/19114736.4%
interceptor (Rank 40)2026/07/1932131940.6%
かんしゅ (Rank 39)2026/07/171541126.7%
hikabun (Rank 40)2026/07/1793633.3%
こまがわ (Rank 37)2026/07/13115645.5%
カルティカ (Rank 40)2026/07/09136746.1%
KA-GO (Rank 41)2026/06/221441028.6%
マーウォ (Rank 36)2026/06/0995455.6%
たたみん♪ (Rank 37)2026/06/0793633.3%
ピーエス (Rank 39)2026/05/291871138.9%
指無しライダー (Rank 39)2026/05/25112918.2%
ぱお (Rank 34)2026/05/25116554.5%
めろぴ。 (Rank 40)2026/05/141551033.3%

Round openings

Every character

backdash into Stop Kick4K2386.0%
Elbow Hook6P2075.2%
backdash into evade down1573.9%
backdash into Sway Back4P+K+G1533.8%
offensive move into kickK1533.8%
evade up into crouch dash forward1323.3%
Sit Jab2P1042.6%
Middle Spin Kick66K into Ten Kao6K992.5%
backdash into evade up982.5%
Further Low1K+G882.2%
Sharp Shoot1P711.8%
backdash into Ducking6P+K+G671.7%
offensive move631.6%
Ducking6P+K+G into Crush Knee KickK+G531.3%
guardG into throw escape461.2%

450 further openings account for the other 2,252 rounds.

Brad

Career
2,730–2,661 · 50.6%
This season
924 matches · 46.3%
Peak rank
39

First hit in 47.1% of 3,725 rounds. Won 50.3% of the rounds they struck first, 45.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 15.2% of rounds, against 7.2% in their other rounds.
  • Against Shun: evades first in 28.3% of rounds, against 11.2% against everyone else.
  • On Single Wall stages: evades first in 15.8% of rounds, against 11.2% on the other stages.
  • After opening the round before by backing off: attacks straight away in 46.1% of rounds, against 38.4% after anything else.
  • After losing a round: evades first in 14.9% of rounds, against 8.3% after winning one.
  • When ahead: attacks straight away in 44.4% of rounds, against 38.6% when level or behind.
  • In round 2: opens with “backdash into 4P+K+G Sway Back” in 6.2% of rounds, against 3.4% in their other rounds.
  • Against Jeffry: opens with “offensive move into K kick” in 10.7% of rounds, against 3.8% against everyone else.

How is this tested?

backdash into Stop Kick4K2386.3%
Elbow Hook6P2075.5%
backdash into evade down1554.1%
backdash into Sway Back4P+K+G1534.1%
offensive move into kickK1534.1%
evade up into crouch dash forward1303.5%
Sit Jab2P1042.8%
Middle Spin Kick66K into Ten Kao6K992.6%
Further Low1K+G882.3%
backdash into evade up802.1%
Sharp Shoot1P711.9%
backdash into Ducking6P+K+G671.8%
offensive move631.7%
Ducking6P+K+G into Crush Knee KickK+G531.4%
guardG into throw escape461.2%

384 further openings account for the other 2,059 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira27–43 · 39%14–16 · 47%-5.4
Lau18–25 · 42%16–16 · 50%-3.7
Goh22–37 · 37%6–9 · 40%too few to test
Jacky27–15 · 64%9–11 · 45%too few to test
Kage18–22 · 45%5–8 · 38%too few to test
Sarah15–16 · 48%11–7 · 61%too few to test
Wolf10–9 · 53%10–10 · 50%too few to test
Aoi13–18 · 42%3–5 · 38%too few to test
Shun8–14 · 36%9–7 · 56%too few to test
El Blaze15–13 · 54%4–5 · 44%too few to test
Vanessa14–16 · 47%1–7 · 12%too few to test
Brad7–17 · 29%10–7 · 59%too few to test
Lion15–10 · 60%7–5 · 58%too few to test
Jeffry11–11 · 50%3–5 · 38%too few to test
Pai5–9 · 36%7–5 · 58%too few to test
Taka6–1 · 86%7–7 · 50%too few to test
Jean7–10 · 41%2–3 · 40%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

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?

Jeffry

Career
350–231 · 60.2%
This season
51 matches · 54.9%
Peak rank
36

First hit in 46.3% of 214 rounds. Won 54.5% of the rounds they struck first, 52.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up188.4%
guardG into Elbow Hammer6PP157.0%
Overblow Shoulder66P+K146.5%
forward movement into punchP125.6%
crouch into Side Kick3K115.1%
Elbow Butt6P into Elbow Hammer6PP94.2%
forward movement into Double KnucklePP94.2%
backdash into Hell Claw236P73.3%
crouch into Ducking Low2K+G62.8%
backdash into punchP52.3%
backdash into Full Swing Upper33P41.9%
guardG into Low Knuckle2P41.9%
punchP into forward dash41.9%
throwP+G into backdash41.9%
Dash Elbow66P31.4%

68 further openings account for the other 90 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 (17 here; about 0.9 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: 8 of 17 tests hold up
  • Jeffry: not tested (too few rounds)