VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

Dragon_Lee24

  • Lau
  • Jacky
  • Jeffry
  • Goh
Career matches2,032
Career win rate47.4%
Round win rate49.3%
Peak rank24
Distinct opponents93
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1276 #3,218 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

Brad241,06847059844.0%
Jeffry2339920019950.1%
Lau2434917817151.0%
Jacky24160827851.2%
Goh2156342260.7%

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

619 of 910 rounds counted

6.4 inputs a second (384 a minute) this season. Faster than 28% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad6.4384619

By opponent's character

Akira6.3380141
Aoi6.539267
Goh6.840558
Wolf6.840749
Pai6.036034
Jacky6.237431
Jeffry6.438431
Sarah5.935425
Lau6.136333
Lei Fei5.935225
Kage6.740020
Brad6.438321
Shun5.93523
Vanessa6.840726
Jean6.639714
El Blaze6.438317
Lion6.539111
Taka6.43849
Dural6.13664

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

Akira48242450.0%+1.1
Aoi29131644.8%-3.3
Goh1871138.9%-4.5
Wolf1813572.2%+22.9
Pai1551033.3%-3.2
Jacky115645.5%-1.5
Jeffry102820.0%-27.0
Sarah103730.0%-18.9
Lau96366.7%+5.6
Lei Fei95455.6%+8.6
Kage83537.5%-3.8
Brad75271.4%+11.2
Shun770100.0%+44.6
Vanessa74357.1%-11.6
Jean63350.0%+0.6
El Blaze41325.0%-8.4
Lion42250.0%-3.6
Taka2020.0%-65.6
Dural1010.0%-35.3
Eileen110100.0%+54.6

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

Breakable Full Fence28111739.3%-10.6
Breakable Half Fence26151157.7%+13.8
Octagon25121348.0%-0.1
Half Fence23111247.8%-5.5
Full Fence22101245.5%+0.3
Single Wall2291340.9%-0.3
Low Fence2012860.0%+5.8
Rectangle2091145.0%-8.4
Open158753.3%+8.2
Full Fence and Open148657.1%-2.2

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14447.2%48.6%-1.4
No walls5750.9%47.1%+3.8

Walls against open: -5.2 points (95% range -20.1 to +9.7), p 0.494 — 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

potimaru1059 (Rank 22)2026/09/0252340.0%
hitokabe2003 (Rank 23)2026/08/3186275.0%
osAnKIRA (Rank 22)2026/08/2762433.3%
minato (Rank 21)2026/08/2442250.0%
三輪ですが@SRGM (Rank 25)2026/06/2531233.3%
Penoco (Rank 24)2026/06/2442250.0%
dalmax72 (Rank 21)2026/06/1942250.0%
コデリン03 (Rank 22)2026/06/1964266.7%
委員ちょ@BillieJean (Rank 21)2026/06/1695455.6%
失礼!スマッシュ☆彡 (Rank 24)2026/06/1362433.3%
totoronooheso (Rank 21)2026/06/1353260.0%
FOX_CQC (Rank 21)2026/06/1132166.7%
ねこ吉 (Rank 21)2026/06/11107370.0%
M&E (Rank 23)2026/06/11330100.0%
和那 (Rank 21)2026/06/0875271.4%
omuretukun (Rank 21)2026/06/07330100.0%
しろ☆おびJB,ミッキー (Rank 23)2026/06/0793633.3%
bombomhuang (Rank 20)2026/06/07330100.0%
けいすけ新宿 (Rank 25)2026/06/0732166.7%
yasai (Rank 24)2026/06/0764266.7%
shinkita (Rank 21)2026/06/0765183.3%
造り酒屋の御曹司 (Rank 23)2026/05/2832166.7%
kobaman (Rank 26)2026/05/244040.0%
Shako_P (Rank 23)2026/05/1831233.3%
かくるる (Rank 25)2026/04/3041325.0%

Round openings

Every character

forward movement into punchP22024.1%
forward movement into Jab Straight323.5%
Jolt Upper3P into Jolt Double Shot3PP+K313.4%
guardG303.3%
punchP232.5%
Sharp Shoot1P202.2%
punchP into Jab StraightPP151.6%
Middle Spin Kick66K141.5%
Rapid Short UpperP+KP into Rapid CombinationP+KPP141.5%
crouch into down-back kick1K141.5%
punchP into Jab~High KickPK141.5%
Sway Back4P+K+G into Mighty Knee UpperK131.4%
crouch into down-back kick+guard1K+G121.3%
Destruction Body3P+K into Dtee Sawk Lang3P+KP111.2%
Jolt Upper3P into Jolt Upper~Spin Kick3PK111.2%

230 further openings account for the other 438 rounds.

Brad

Career
470–598 · 44.0%
This season
174 matches · 44.8%
Peak rank
24

First hit in 55.4% of 704 rounds. Won 48.2% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 73.0% of rounds, against 46.8% in their other rounds.
  • Against Akira: moves in first in 44.4% of rounds, against 25.4% against everyone else.
  • After opening the round before by waiting: waits first in 36.2% of rounds, against 14.5% after anything else.
  • After winning a round: waits first in 24.8% of rounds, against 11.9% after losing one.
  • When the score is level: moves in first in 40.2% of rounds, against 31.9% when ahead or behind.
  • In round 4 or later: opens with “forward movement into P punch” in 28.8% of rounds, against 17.6% in their other rounds.
  • Against Akira: opens with “forward movement into P punch” in 29.0% of rounds, against 18.0% against everyone else.
  • After losing a round: opens with “forward movement into P punch” in 30.2% of rounds, against 17.3% after winning one.
  • When the score is level: opens with “forward movement into P punch” in 29.3% of rounds, against 23.1% when ahead or behind.

How is this tested?

forward movement into punchP14520.5%
Jolt Upper3P into Jolt Double Shot3PP+K314.4%
forward movement into Jab StraightPP314.4%
guardG263.7%
punchP233.3%
Sharp Shoot1P202.8%
punchP into Jab StraightPP152.1%
Middle Spin Kick66K142.0%
Rapid Short UpperP+KP into Rapid CombinationP+KPP142.0%
punchP into Jab~High KickPK142.0%
Sway Back4P+K+G into Mighty Knee UpperK131.8%
Destruction Body3P+K into Dtee Sawk Lang3P+KP111.6%
Jolt Upper3P into Jolt Upper~Spin Kick3PK111.6%
Jab StraightPP into Combination LowPPK91.3%
Rapid Double JabP+K into Rapid Short UpperP+KP91.3%

161 further openings account for the other 320 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira15–16 · 48%3–4 · 43%too few to test
Aoi6–7 · 46%3–2 · 60%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?

Lau

Career
178–171 · 51.0%
This season
34 matches · 61.8%
Peak rank
24

First hit in 52.9% of 138 rounds. Won 63.0% of the rounds they struck first, 50.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP4834.3%
crouch into down-back kick+guard1K+G128.6%
crouch into down-back kick1K117.9%
Shakashou3P into RenshouPP107.1%
forward movement into RenshouPP42.9%
Chugeki6P32.1%
Saishikkyaku4K32.1%
punchP into RenshouPP32.1%
Fukko Kensou1P21.4%
crouch into Enjin Senpukyaku4K+G21.4%
guardG into Enjin Senpukyaku4K+G21.4%
Chugeki6P into Honshin Hekiken1P+K10.7%
Chugeki6P into Hou'ou Soushou6PP10.7%
Genchi Senpukyaku8K+G10.7%
Hi'en Tenshinshou44P into Hi'en Renshou44PP10.7%

36 further openings account for the other 36 rounds.

Jacky

Career
82–78 · 51.2%
This season
8 matches · 62.5%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP826.7%
crouch into Low Spin Kick1K+G413.3%
Dash Hammer Kick66K310.0%
Slant Back Knuckle1P26.7%
guardG26.7%
Beat KnuckleP+K into Beat Spin KickP+KK13.3%
Low Spin Kick1K+G13.3%
Spinning Back Knuckle4P into Spinning Arm Kick4PK13.3%
crouch into Rage Kick1PK13.3%
crouch into down-back kick1K13.3%
forward movement into Jab Double StraightPPP13.3%
forward movement into Jab StraightPP13.3%
guardG into Beat KnuckleP+K13.3%
guardG into Rage Kick1PK13.3%
guardG into Smash Straight3P13.3%

1 further openings account for the other 1 rounds.

Jeffry

Career
200–199 · 50.1%
This season
5 matches · 80.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1254.5%
forward movement into Double KnucklePP313.6%
Ducking Low2K+G29.1%
Drop Anchor1K+G14.5%
Middle Hell Stab6P+K14.5%
Sunlit Body Upper3P+K14.5%
forward movement into Double Knuckle~UpperPPP14.5%
guardG into Head Attack46P+K14.5%

Goh

Career
34–22 · 60.7%
This season
3 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP750.0%
Karura4P+K17.1%
Kokuryusatsu Ichi46P+K17.1%
Raikou3P17.1%
forward movement into Tsurane ShoudaPP17.1%
guardG17.1%
guardG into Soukyu46P17.1%
guardG into down-back punch1P17.1%

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: 9 of 15 tests hold up
  • Lau: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Goh: not tested (too few rounds)