VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

Kakeog

Career matches4,106
Career win rate49.1%
Round win rate49.5%
Peak rank27
Distinct opponents93
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1424 #2,507 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

Brad273,7781,8541,92449.1%
El Blaze—32816116749.1%

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

287 of 910 rounds counted

7.9 inputs a second (473 a minute) this season. Faster than 69% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad7.9473287

By opponent's character

Akira7.947646
Jacky7.746032
Lion7.846948
Pai7.645425
Sarah8.048120
Jeffry8.14855
Wolf8.148836
Vanessa8.24909
Brad8.047821
Lau6.84053
Aoi7.243412
Kage9.456218
Goh7.24324
Eileen6.84088

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

Akira36181850.0%+2.0
Jacky26161061.5%+15.2
Lion1910952.6%+6.7
Pai1991047.4%-3.9
Sarah1981142.1%-10.7
Jeffry178947.1%-3.3
Wolf1661037.5%-0.8
Vanessa113827.3%-20.1
Brad105550.0%+5.5
Lau105550.0%+6.2
Aoi85362.5%+18.7
Kage84450.0%+4.5
Goh63350.0%+1.1
Jean51420.0%-30.5
Eileen4040.0%-52.8
El Blaze41325.0%-12.9
Shun440100.0%+56.0
Taka31233.3%-23.5
Dural1010.0%-37.2

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

Octagon32181456.2%+7.2
Low Fence30121840.0%-8.8
Single Wall28131546.4%-3.3
Open27131448.1%+4.1
Breakable Half Fence22111150.0%+4.1
Rectangle2061430.0%-19.9
Full Fence1811761.1%+14.8
Breakable Full Fence168850.0%+2.2
Full Fence and Open1661037.5%-1.3
Half Fence146842.9%-9.2

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls12249.2%48.6%+0.6
No walls8544.7%47.2%-2.5

Walls against open: +3.1 points (95% range -10.8 to +16.9), p 0.663 — 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

jieraiya39 (Rank 24)2026/09/0952340.0%
Uevo (Rank 24)2026/09/0931233.3%
midori6127 (Rank 27)2026/09/0851420.0%
ER_higante (Rank 30)2026/09/0871614.3%
chottodakeyo_ (Rank 26)2026/09/0852340.0%
cream-soba-1972 (Rank 29)2026/09/0851420.0%
青山@はなちゃん (Rank 29)2026/08/1862433.3%
tidy_stamp37 (Rank 29)2026/08/1743175.0%
akira__9633 (Rank 29)2026/04/2231233.3%
gimoring (Rank 24)2026/04/2232166.7%
ちょいそる (Rank 27)2026/04/2152340.0%
nanoka-222 (Rank 24)2026/04/2142250.0%
uioo (Rank 25)2026/04/1832166.7%
kura-kon (Rank 25)2026/04/1832166.7%
未夕 (Rank 28)2026/04/1531233.3%
ギンブチ影 (Rank 29)2026/04/1532166.7%
tamatama-vf5 (Rank 27)2026/03/3031233.3%
Oshira_taicho (Rank 27)2026/03/3052340.0%
あつあげ (Rank 28)2026/03/3031233.3%
Momomia (Rank 26)2026/03/3042250.0%
たっちい (Rank 27)2026/03/3063350.0%
handesu519 (Rank 27)2026/03/2851420.0%
フロム菊の門 (Rank 27)2026/03/2852340.0%
山口犬 (Rank 27)2026/03/2831233.3%
ウタコ (Rank 26)2026/03/2842250.0%

Round openings

Brad

Career
1,854–1,924 · 49.1%
This season
226 matches · 47.4%
Peak rank
27

First hit in 54.8% of 904 rounds. Won 54.8% of the rounds they struck first, 43.0% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “6P Elbow Hook” in 15.5% of rounds, against 6.0% in their other rounds.

How is this tested?

punchP16017.6%
Elbow Hook6P768.3%
Middle Spin Kick66K566.2%
Jolt Upper3P into Jolt Upper~Spin Kick3PK515.6%
backdash into Stop Kick4K424.6%
guardG into punchP424.6%
Jackal Straight46P+K364.0%
Dtee Sawk Dtrohng4P+K353.9%
backdash into evade up313.4%
guardG into evade down262.9%
backdash into evade down222.4%
forward dash into guardG202.2%
guardG into Jolt Upper~Spin Kick3PK171.9%
punchP into kickK131.4%
Jaguar Tail2K+G111.2%

108 further openings account for the other 272 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira9–11 · 45%7–5 · 58%too few to test
Jacky11–5 · 69%5–5 · 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: 1 of 15 tests hold up