VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

Sasuquatchfabrix

Career matches6,667
Career win rate49.4%
Round win rate47.8%
Peak rank33
Distinct opponents240
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1545 #1,705 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

Brad336,6673,2943,37349.4%

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

2,873 of 3,133 rounds counted

5.3 inputs a second (316 a minute) this season. Faster than 5% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad5.33162,873

By opponent's character

Akira5.2313401
Jacky5.4324283
Wolf5.3319266
Goh5.2310234
Jeffry5.2312193
Jean5.4322192
Shun5.2314151
Lion5.3316156
El Blaze5.2312112
Kage5.0301153
Sarah5.3321137
Lau5.3318120
Pai5.332192
Vanessa5.331648
Aoi5.331966
Dural5.733978
Lei Fei5.130866
Brad5.130751
Taka5.130443
Eileen5.532731

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

Akira107525548.6%-0.1
Jacky76403652.6%+7.3
Wolf66333350.0%+5.5
Goh65303546.1%+5.0
Jeffry55312456.4%+10.6
Jean50203040.0%-7.3
Shun44143031.8%-15.2
Lion43152834.9%-13.2
El Blaze39221756.4%+11.2
Kage39172243.6%+0.0
Sarah37181948.6%+0.8
Lau34132138.2%-6.0
Pai2381534.8%-18.8
Vanessa2281436.4%-7.2
Aoi2011955.0%+10.8
Dural1911857.9%+18.0
Lei Fei1651131.2%-11.8
Brad125741.7%-3.5
Taka123925.0%-16.5
Eileen85362.5%+6.6

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Half Fence99495049.5%+3.7
Open85364942.4%-6.2
Low Fence83404348.2%+2.5
Single Wall81354643.2%-3.3
Breakable Half Fence78374147.4%+6.0
Breakable Full Fence77383949.4%+2.2
Rectangle75324342.7%-1.2
Full Fence67303744.8%-3.0
Octagon63273642.9%-3.0
Full Fence and Open39201951.3%+7.0

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
Walls45946.4%45.4%+1.0
No walls24944.6%46.7%-2.1

Walls against open: +3.1 points (95% range -4.6 to +10.8), p 0.433 — 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

SHUSHUSHU (Rank 29)2026/10/0585362.5%
yamaneko (Rank 32)2026/10/0582625.0%
おるが@のびしろF (Rank 29)2026/10/04158753.3%
え~る (Rank 29)2026/10/0496366.7%
elf4sale (Rank 34)2026/09/2492722.2%
LEO (Rank 36)2026/09/1392722.2%
a_h_i_k_o (Rank 29)2026/09/1386275.0%
クロサギ@はなちゃん (Rank 32)2026/09/13116554.5%
mmmsm (Rank 31)2026/09/1297277.8%
BANANA (Rank 32)2026/09/1285362.5%
イイダ (Rank 31)2026/09/1294544.4%
ぬっき~@ (Rank 36)2026/09/1182625.0%
NORESPECT (Rank 35)2026/09/11148657.1%
楽天アキラ (Rank 31)2026/09/1187187.5%
漂泊の民回線ジプシー (Rank 35)2026/09/1195455.6%
ヘニオ (Rank 34)2026/09/0892722.2%
猫鼻 (Rank 31)2026/09/04115645.5%
DDaDDai (Rank 28)2026/09/0493633.3%
manao_0609 (Rank 30)2026/09/04189950.0%
orz (Rank 29)2026/09/0422121054.5%
Gun-Interceptor (Rank 28)2026/09/02104640.0%
gans.sk602 (Rank 30)2026/09/0286275.0%
FreddieKing (Rank 26)2026/08/3086275.0%
タマゴン(GTR) (Rank 30)2026/08/26135838.5%
kobaman (Rank 27)2026/06/2681712.5%

Round openings

Brad

Career
3,294–3,373 · 49.4%
This season
787 matches · 45.9%
Peak rank
33

First hit in 44.7% of 3,062 rounds. Won 51.6% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 28.9% of rounds, against 16.6% in their other rounds.
  • Against Pai: backs off first in 37.5% of rounds, against 19.1% against everyone else.
  • After opening the round before by attacking: backs off first in 18.6% of rounds, against 12.3% after anything else.
  • After the opponent opened the round before by waiting: moves in first in 5.9% of rounds, against 2.3% after anything else.
  • After winning a round: attacks straight away in 75.6% of rounds, against 66.7% after losing one.
  • When behind: waits first in 10.3% of rounds, against 4.9% when ahead or level.
  • In round 4 or later: opens with “66K Middle Spin Kick” in 11.6% of rounds, against 7.1% in their other rounds.
  • Against Jean: opens with “4P+K Dtee Sawk Dtrohng” in 16.8% of rounds, against 8.6% against everyone else.
  • On Rectangle stages: opens with “4P+K+G Sway Back into K Mighty Knee Upper” in 15.6% of rounds, against 8.5% on the other stages.
  • After opening the round before with “4P+K Dtee Sawk Dtrohng”: opens with “backdash into 4P+K+G Sway Back” in 7.0% of rounds, against 3.8% after anything else.
  • After the opponent opened the round before with “P punch”: opens with “6P+K+G Ducking into K+G Crush Knee Kick” in 18.4% of rounds, against 6.7% after anything else.
  • After winning a round: opens with “4P+K Dtee Sawk Dtrohng” in 14.1% of rounds, against 6.3% after losing one.
  • When ahead: opens with “4P+K Dtee Sawk Dtrohng” in 15.0% of rounds, against 7.5% when level or behind.

How is this tested?

Sway Back4P+K+G into Mighty Knee UpperK2859.2%
Dtee Sawk Dtrohng4P+K2819.1%
Middle Spin Kick66K2558.3%
Ducking6P+K+G into Crush Knee KickK+G1976.4%
backdash into Sway Back4P+K+G1344.3%
backdash into Stop Kick4K1224.0%
Shovel Hook2P+K1193.9%
Spine Whip4P into Lumpini Combination4PK933.0%
Elbow Hook6P842.7%
Jackal Straight46P+K782.5%
Dtee Sawk Dtrohng4P+K into crouch762.5%
guardG682.2%
backdash into Destruction Body3P+K591.9%
backdash into Turn Savate44K591.9%
Sharp Shoot1P501.6%

180 further openings account for the other 1,125 rounds.

Counted from 772 of the 787 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira29–32 · 48%16–18 · 47%+1.4
Jacky23–25 · 48%11–8 · 58%too few to test
Goh14–23 · 38%12–8 · 60%too few to test
Wolf18–18 · 50%9–11 · 45%too few to test
Jeffry21–12 · 64%8–10 · 44%too few to test
Jean16–21 · 43%4–9 · 31%too few to test
Shun8–13 · 38%6–14 · 30%too few to test
Lion9–6 · 60%5–18 · 22%too few to test
El Blaze11–11 · 50%9–4 · 69%too few to test
Kage9–14 · 39%8–5 · 62%too few to test
Lau8–18 · 31%4–2 · 67%too few to test
Sarah10–7 · 59%4–7 · 36%too few to test
Pai4–9 · 31%1–3 · 25%too few to test
Vanessa8–12 · 40%0–0 · —too few to test
Aoi7–6 · 54%0–2 · 0%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.

15 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

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 (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: 13 of 17 tests hold up