VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

hotchoco2_JJ

Career matches4,090
Career win rate50.2%
Round win rate49.1%
Peak rank34
Distinct opponents173
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1631 #1,150 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

Brad344,0902,0552,03550.2%

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

1,241 of 1,534 rounds counted

8.2 inputs a second (492 a minute) this season. Faster than 75% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad8.24921,241

By opponent's character

Wolf8.5508139
Akira7.9474116
Jacky8.3500120
Lion8.148889
Jeffry8.249097
Vanessa8.3498104
Jean8.350085
Kage8.148776
Goh8.551069
El Blaze8.349549
Pai8.047942
Lau7.947144
Shun7.846732
Aoi8.048236
Brad8.450334
Lei Fei8.048337
Sarah8.349733
Dural8.450615
Taka7.545224

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

Wolf41221953.7%+1.7
Akira39201951.3%+1.3
Jacky39211853.9%+4.4
Lion34211361.8%+17.4
Jeffry33141942.4%-7.1
Vanessa30151550.0%+3.0
Jean25141156.0%+7.9
Kage2061430.0%-22.1
Goh1910952.6%+6.7
El Blaze1661037.5%-15.3
Pai167943.8%-6.0
Lau1541126.7%-14.7
Shun105550.0%+0.7
Aoi95455.6%-0.0
Brad95455.6%+2.9
Lei Fei96366.7%+23.2
Sarah95455.6%+0.8
Dural63350.0%-1.4
Taka6060.0%-43.1

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.

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

Open54252946.3%-2.8
Full Fence52282453.9%+3.8
Breakable Full Fence43192444.2%-7.8
Breakable Half Fence41251661.0%+12.3
Low Fence41192246.3%-1.2
Octagon37181948.6%-0.3
Single Wall30161453.3%+9.0
Rectangle27161159.3%+10.2
Half Fence25101540.0%-11.0
Full Fence and Open1751229.4%-24.0

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22551.6%50.2%+1.4
No walls12548.0%47.4%+0.6

Walls against open: +0.8 points (95% range -10.3 to +11.9), p 0.887 — 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

すもぐり2000 (Rank 33)2026/10/1853260.0%
yamaneko (Rank 33)2026/10/0951420.0%
ヘニオ (Rank 34)2026/10/0461516.7%
へっぽこラウ (Rank 34)2026/10/044040.0%
cokeshi (Rank 30)2026/09/3064266.7%
鳩男 (Rank 29)2026/09/2732166.7%
マクシミリアン15世 (Rank 31)2026/09/27550100.0%
アドリブ使い (Rank 32)2026/09/234040.0%
MaBoy (Rank 36)2026/09/1653260.0%
GreenJacky (Rank 30)2026/09/1454180.0%
aona (Rank 35)2026/09/0641325.0%
ニャン=カス (Rank 33)2026/09/0663350.0%
カミナリおやじ (Rank 29)2026/09/0542250.0%
lemon-sour (Rank 28)2026/07/2232166.7%
구닥스트렌져 (Rank 30)2026/07/1763350.0%
calmknight[냠냠] (Rank 29)2026/06/2972528.6%
∈挙動不審∋ (Rank 31)2026/06/2942250.0%
BigBoin (Rank 33)2026/06/2742250.0%
NORESPECT (Rank 32)2026/06/1752340.0%
みんみんさん (Rank 34)2026/06/17440100.0%
寝起きにビール (Rank 29)2026/06/1752340.0%
1FNOPLAYSORRY (Rank 33)2026/06/17440100.0%
ちょいそる (Rank 33)2026/06/0952340.0%
ぶひでゲス (Rank 34)2026/05/2443175.0%
マーウォ (Rank 32)2026/05/0651420.0%

Round openings

Brad

Career
2,055–2,035 · 50.2%
This season
385 matches · 49.1%
Peak rank
34

First hit in 50.8% of 1,364 rounds. Won 52.0% of the rounds they struck first, 45.6% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 25.9% of rounds, against 12.9% in their other rounds.
  • After opening the round before by backing off: backs off first in 69.6% of rounds, against 54.3% after anything else.
  • After the opponent opened the round before by backing off: evades first in 7.9% of rounds, against 4.1% after anything else.
  • In round 1: opens with “evade down into G guard” in 11.2% of rounds, against 2.4% in their other rounds.
  • After opening the round before with “backdash into evade down”: opens with “backdash into 4P+K+G Sway Back” in 15.7% of rounds, against 4.2% after anything else.

How is this tested?

backdash into evade down1178.4%
backdash into Destruction Body3P+K966.9%
backdash into Sway Back4P+K+G705.0%
guardG into evade down705.0%
evade down into guardG644.6%
backdash into Dtee Sawk Lang3P+KP614.4%
backdash into evade up614.4%
backdash into Rapid Short UpperP+KP483.5%
crouch dash forward into evade down483.5%
crouch into Sit Jab2P423.0%
backdash into Middle Spin Kick66K362.6%
backdash into Turn Savate44K302.2%
backdash into Dtee Sawk Dtrohng4P+K221.6%
forward movement into punchP201.4%
crouch dash back into evade down191.4%

178 further openings account for the other 584 rounds.

Counted from 348 of the 385 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
Wolf18–11 · 62%4–4 · 50%too few to test
Akira11–14 · 44%5–2 · 71%too few to test
Lion15–9 · 62%3–0 · 100%too few to test
Jacky8–8 · 50%6–7 · 46%too few to test
Vanessa9–9 · 50%6–5 · 55%too few to test
Jeffry5–8 · 38%4–6 · 40%too few to test
Jean7–5 · 58%3–4 · 43%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.

37 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 (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