VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Brad

こた

  • Kage
  • Lau
  • Goh
  • Pai
  • Shun
Career matches354
Career win rate45.5%
Round win rate38.6%
Peak rank21
Distinct opponents25
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1017 Not ranked yet: the list needs 50 matches. See 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

Brad2127412015443.8%
Goh1632122037.5%
Lau162720774.1%
Kage111991047.4%
Pai12020.0%
Shun16000—

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

223 of 223 rounds counted

5.5 inputs a second (327 a minute) this season. Faster than 7% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad5.4324143
Kage5.432436
Lau5.533126
Goh6.237412
Pai5.73453
Shun5.53323

By opponent's character

Jeffry5.633640
Sarah5.532728
Akira5.432420
Jean4.828721
Kage5.331718
Lau5.734221
Shun5.432218
Brad5.533012
Jacky5.533212
Aoi5.33207
Lei Fei6.23757
Lion6.13659
Eileen5.13054
El Blaze5.63363
Taka4.52683

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

Jeffry110110.0%-35.3
Sarah83537.5%+0.3
Akira63350.0%+19.6
Jean51420.0%-23.1
Kage51420.0%+4.5
Lau5050.0%-16.5
Shun53260.0%+22.2
Brad31233.3%-0.7
Jacky32166.7%+25.6
Aoi2020.0%-45.3
Lei Fei220100.0%+78.1
Lion220100.0%+67.9
Eileen1010.0%-33.4
El Blaze1010.0%-3.7
Taka110100.0%+39.6

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

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 Fence92722.2%-8.1
Full Fence8080.0%-47.2
Octagon86275.0%+38.8
Open75271.4%+41.3
Breakable Half Fence61516.7%-14.9
Rectangle63350.0%+24.6
Half Fence51420.0%-1.1
Low Fence51420.0%-8.6
Single Wall2020.0%-40.0
Full Fence and Open1010.0%-23.9

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
Walls4231.0%32.7%-1.7
No walls1442.9%33.0%+9.9

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

GiantKiller1192 (Rank 15)8080.0%
swhy2008 (Rank 8)7070.0%
Sleepoleon (Rank 16)43175.0%
テコキド・ラゴン (Rank 12)41325.0%
gshoon (Rank 7)330100.0%
tycc123 (Rank 16)32166.7%
あるさん (Rank 21)31233.3%
gnarapum (Rank 23)2020.0%
suzuki_kemarikusonae (Rank 11)2020.0%
yuzu (Rank 27)2020.0%
☆RRLL☆ (Rank 17)220100.0%
くりたろう (Rank 39)2020.0%
みらめたる (Rank 21)21150.0%
カカシ (Rank 23)21150.0%
ヒルヒル (Rank 11)220100.0%
フェイス (Rank 36)2020.0%
銀髪ザムライ (Rank 19)2020.0%
GWO (Rank 24)1010.0%
MyOld50sGuitar (Rank 11)110100.0%
fwnd1396 (Rank 35)1010.0%
kimxxxtt (Rank 22)1010.0%
minato (Rank 21)1010.0%
sk901 (Rank 21)110100.0%
super_style (Rank 20)1010.0%
とかげ (Rank 11)110100.0%

Most played opponents, most recent first

銀髪ザムライ (Rank 19)2026/10/122020.0%
sk901 (Rank 21)2026/10/12110100.0%
kimxxxtt (Rank 22)2026/10/121010.0%
super_style (Rank 20)2026/10/121010.0%
gnarapum (Rank 23)2026/10/112020.0%
yuzu (Rank 27)2026/10/112020.0%
カカシ (Rank 23)2026/10/0521150.0%
GWO (Rank 24)2026/10/051010.0%
GiantKiller1192 (Rank 15)2026/09/168080.0%
minato (Rank 21)2026/09/141010.0%
みらめたる (Rank 21)2026/09/1421150.0%
☆RRLL☆ (Rank 17)2026/09/06220100.0%
フェイス (Rank 36)2026/09/062020.0%
くりたろう (Rank 39)2026/09/062020.0%
あるさん (Rank 21)2026/08/3131233.3%
tycc123 (Rank 16)2026/08/3032166.7%
Sleepoleon (Rank 16)2026/08/3043175.0%
MyOld50sGuitar (Rank 11)2026/08/29110100.0%
ヒルヒル (Rank 11)2026/08/29220100.0%
suzuki_kemarikusonae (Rank 11)2026/08/292020.0%
fwnd1396 (Rank 35)2026/08/291010.0%
gshoon (Rank 7)2026/08/24330100.0%
テコキド・ラゴン (Rank 12)2026/08/2441325.0%
とかげ (Rank 11)2026/08/18110100.0%
swhy2008 (Rank 8)2026/08/027070.0%

Round openings

Every character

backdash into evade down148.0%
Dtee Sawk Dtrohng4P+K126.8%
backdash116.2%
Jolt Upper3P into Jolt Upper~Spin Kick3PK105.7%
guardG105.7%
Sway Back4P+K+G into Mighty Knee UpperK74.0%
backdash into Gen'you4K+G74.0%
Chugeki6P into Hou'ou Soushou6PP52.8%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK52.8%
backdash into Sharp Shoot1P52.8%
evade down52.8%
backdash into Further Low1K+G42.3%
Fukko Kensou1P31.7%
Kao Loy6K+G31.7%
Stop Kick4K into forward movement31.7%

55 further openings account for the other 72 rounds.

Counted from 48 of the 57 matches played. The rest were not pulled for openings.

Brad

Career
120–154 · 43.8%
This season
37 matches · 35.1%
Peak rank
21

First hit in 36.1% of 108 rounds. Won 59.0% of the rounds they struck first, 37.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dtee Sawk Dtrohng4P+K1211.1%
Jolt Upper3P into Jolt Upper~Spin Kick3PK109.3%
backdash98.3%
guardG98.3%
Sway Back4P+K+G into Mighty Knee UpperK76.5%
backdash into evade down76.5%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK54.6%
backdash into Sharp Shoot1P54.6%
backdash into Further Low1K+G43.7%
Kao Loy6K+G32.8%
Stop Kick4K into forward movement32.8%
Destruction Body3P+K into Rapid Double JabP+K21.9%
Shovel Hook2P+K into Shovel Hook Double2P+KP21.9%
backdash into Destruction Body3P+K21.9%
backdash into Jackal Straight46P+K21.9%

24 further openings account for the other 26 rounds.

Counted from 28 of the 37 matches played. The rest were not pulled for openings.

Kage

Career
9–10 · 47.4%
This season
11 matches · 27.3%
Peak rank
11

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Gen'you4K+G719.4%
backdash into evade down513.9%
backdash into Hagakure-ryu In Raijingeki46P+K38.3%
Hiji'uchi6P25.6%
Rasen4P25.6%
backdash into Hagakure-ryu In Fujingeki46P+KP25.6%
backdash into Yokoshutou4P+K25.6%
evade down25.6%
Nagiharai6P+K into punchP12.8%
Ryu'eikyaku66K12.8%
Senpujin2P+K into Hagakure-ryu You Jumonji KamaeP+K+G12.8%
Senpujin2P+K into down, forward punch+kick+guard26P+K+G12.8%
Yokoshutou4P+K into Sunebarai4P+KP12.8%
backdash into Doukudaki46K12.8%
backdash into backward movement12.8%

4 further openings account for the other 4 rounds.

Lau

Career
20–7 · 74.1%
This season
7 matches · 28.6%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chugeki6P into Hou'ou Soushou6PP519.2%
Fukko Kensou1P311.5%
backdash into Fukko Kensou1P311.5%
evade down311.5%
Kokyaku Haiten7K27.7%
backdash27.7%
backdash into evade down27.7%
Genchi Senpukyaku8K+G into Rakuchi Kobikyaku8K+GK13.9%
backdash into Chisoutai2K+G13.9%
backdash into Senpuga~KokeiK+G13.9%
evade up into Chisoutai2K+G13.9%
guardG into Fukko Kensou1P13.9%
up kick8K into Ko'en TenshinkyakuKK13.9%

Pai

Career
0–2 · 0.0%
This season
1 matches · 0.0%
Peak rank
1

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Haitenkyaku7K into backdash133.3%
Haitenkyaku7K into evade up133.3%
guardG133.3%

Shun

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Haisenchu1P into Haisenchu Kaikakyaku1PK133.3%
RengekiPP into Saishu RenkangekiPPP133.3%
guardG into Kasen Zenbokushou6PP133.3%

Not counted here: Goh. Their matches were not pulled for openings.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Brad: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Shun: not tested (too few rounds)