VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

神拳|Kaolan

  • El Blaze
  • Jeffry
  • Wolf
  • Lion
  • Jacky
Career matches2,422
Career win rate66.3%
Round win rate56.7%
Peak rank36
Distinct opponents36
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1751 #568 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

Brad3690656833862.7%
Akira—61442818669.7%
El Blaze3539325413964.6%
Goh—1741294574.1%
Jeffry31144974767.4%
Lion30105703566.7%
Jacky2876552172.4%
Wolf26106460.0%

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

312 of 637 rounds counted

8.6 inputs a second (515 a minute) this season. Faster than 81% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze8.7522225
Brad8.349661
Wolf8.450226

By opponent's character

Brad9.154320
Pai8.350172
Kage8.249441
Jacky8.249229
Jeffry8.752333
Sarah9.657520
Taka8.450241
Wolf9.657324
Lion8.14858
Vanessa8.651413
Dural9.154511

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

Brad28171160.7%+12.4
Pai2291340.9%-9.1
Kage1441028.6%-22.1
Jacky138561.5%-9.3
Jeffry1311284.6%+16.0
Sarah128466.7%-5.8
Taka113827.3%-22.4
Wolf117463.6%+6.4
Lau109190.0%+22.6
Jean880100.0%+18.8
Lion62433.3%-27.2
Shun440100.0%+43.3
Vanessa440100.0%+2.9
Dural32166.7%-0.5
Aoi220100.0%+16.5
El Blaze2020.0%-47.2

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 Fence27111640.7%-20.7
Half Fence25151060.0%+9.0
Single Wall2113861.9%+6.2
Open2013765.0%-1.7
Breakable Half Fence1411378.6%+1.0
Low Fence147750.0%-3.5
Rectangle1441028.6%-25.4
Octagon1312192.3%+25.3
Full Fence76185.7%+25.1
Full Fence and Open64266.7%+7.3

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
Walls10059.0%60.2%-1.2
No walls5560.0%59.3%+0.7

Walls against open: -1.9 points (95% range -18.1 to +14.4), p 0.822 — 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

KDQIBushido (Rank 26)2026/07/06145935.7%
RayBladeX (Rank 32)2026/07/0632166.7%
iKillYouXChicken (Rank 38)2026/07/0671614.3%
Crashing_Blow2003 (Rank 33)2026/07/0665183.3%
Jiikae (Rank 31)2026/07/0554180.0%
I'monlysleeping (Rank 33)2026/06/2054180.0%
CastleKingSide (Rank 26)2026/06/2054180.0%
llMICll (Rank 32)2026/06/20330100.0%
tenpai (Rank 31)2026/06/1932166.7%
generalripper114 (Rank 39)2026/06/192020.0%
THEWEIAND (Rank 29)2026/06/19220100.0%
Akai (Rank 38)2026/06/191531220.0%
DeejayMC-_- (Rank 5)2026/06/19440100.0%
CarelessSax4450 (Rank 33)2026/06/1954180.0%
bighorny (Rank 27)2026/05/11880100.0%
UltraSeBassツ (Rank 34)2026/05/1032166.7%
Username (Rank 34)2026/05/1031233.3%
legendaryhero (Rank 31)2026/05/10118372.7%
Johnnny_E_ (Rank 35)2026/05/06168850.0%
daRockReaper (Rank 36)2026/05/062020.0%
MisterDingle (Rank 28)2026/05/0532166.7%
DustinHoffman (Rank 30)2026/03/2821150.0%
Seawolf (Rank 30)2026/03/2863350.0%
SDVF|JINXHAND (Rank 31)2026/03/2854180.0%
DatDemo (Rank 27)2026/03/2842250.0%

Round openings

Every character

punchP304.7%
backdash into evade down243.7%
crouch dash forward into evade down203.1%
Demon Dance9P+K into Demon's Tail9P+KK182.8%
punchP into crouch182.8%
High-Speed Jab46P into Shouda46PP172.6%
Volcano Upper4P+K172.6%
crouch into Sit Jab172.6%
High Spin Kick162.5%
backdash into evade up142.2%
Shouda46PP into Rising Back Spin Kick46PPK132.0%
backward movement into Shadow Strike6P121.9%
crouch into Spinning Thrust Kick3K+G111.7%
guardG into evade down111.7%
guardG into punchP111.7%

188 further openings account for the other 392 rounds.

El Blaze

Career
254–139 · 64.6%
This season
121 matches · 62.0%
Peak rank
35

First hit in 48.7% of 474 rounds. Won 62.3% of the rounds they struck first, 52.3% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 23.1% of rounds, against 8.4% in their other rounds.

How is this tested?

punchP245.0%
backdash into evade down214.4%
Demon Dance9P+K into Demon's Tail9P+KK183.8%
High-Speed Jab46P into Shouda46PP173.5%
Volcano Upper4P+K173.5%
High Spin KickK+G153.1%
crouch dash forward into evade down153.1%
crouch into Sit Jab2P153.1%
Shouda46PP into Rising Back Spin Kick46PPK132.7%
backward movement into Shadow Strike6P122.5%
backdash into evade up112.3%
crouch into Spinning Thrust Kick3K+G112.3%
crouch dash forward into guardG91.9%
evade down into forward dash81.7%
guardG into backdash81.7%

125 further openings account for the other 266 rounds.

By stage type

Record against each character on walled and open stages, as El Blaze

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Brad7–5 · 58%10–6 · 62%too few to test
Pai7–10 · 41%1–2 · 33%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?

Brad

Career
568–338 · 62.7%
This season
16 matches · 37.5%
Peak rank
36

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into crouch69.8%
Sharp Shoot1P58.2%
Dtee Sawk Dtrohng4P+K34.9%
Ducking6P+K+G into Sting BlowP+K34.9%
backdash into evade up34.9%
crouch dash forward into evade down34.9%
Sit Jab2P23.3%
crouch into Sit Jab2P23.3%
guardG into Sit Jab2P23.3%
offensive move23.3%
punchP23.3%
punchP into Sit Jab2P23.3%
punchP into evade down23.3%
Double Knee Solo9K into kickK11.6%
Ducking6P+K+G into Ducking StraightP11.6%

22 further openings account for the other 22 rounds.

Jeffry

Career
97–47 · 67.4%
This season
12 matches · 58.3%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into punchP48.2%
guardG into evade down36.1%
Overblow Shoulder66P+K into Middle Hell Stab6P+K24.1%
backdash into evade down24.1%
guardG into crouch dash forward24.1%
punchP24.1%
punchP into Double KnucklePP24.1%
Body CrushP+K12.0%
Body CrushP+K into Threat StanceP+K+G12.0%
Elbow Butt6P12.0%
Knee Push4K into Knee Push Wild Hook4KP12.0%
backdash into Dash Elbow Upper66PP12.0%
backdash into Ducking Low2K+G12.0%
backdash into Heavy Back Knuckle4P12.0%
backdash into Kenka Hook46P12.0%

24 further openings account for the other 24 rounds.

Wolf

Career
6–4 · 60.0%
This season
7 matches · 71.4%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into crouch519.2%
crouch into Low Hammer2P311.5%
punchP into Body Blow6P311.5%
punchP into evade down27.7%
Low Hammer2P13.9%
Low Hammer2P into forward movement13.9%
Rolling Savate6K+G13.9%
backdash into evade down13.9%
backdash into punchP13.9%
crouch dash forward into evade down13.9%
evade down into forward dash13.9%
guardG into backdash13.9%
guardG into crouch dash forward13.9%
guardG into evade down13.9%
guardG into forward dash13.9%

2 further openings account for the other 2 rounds.

Lion

Career
70–35 · 66.7%
This season
4 matches · 75.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into Banchu6P214.3%
Fujinkyaku66K into Fujin Rentankyaku66KK17.1%
Katousui2P17.1%
Senputai8K into Katoutai8KK17.1%
Shaho Shasousui1P+K17.1%
crouch into Senkyutai1K17.1%
evade up into punchP17.1%
guardG into Senkyutai1K17.1%
guardG into Shicchi Soutai3K+G17.1%
guardG into crouch17.1%
guardG into evade down17.1%
guardG into punchP17.1%
punchP17.1%

Jacky

Career
55–21 · 72.4%
This season
3 matches · 66.7%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Smash Back Knuckle6PP into Rib CrushPP6PPP218.2%
evade down into throw escape218.2%
Middle Smash6P19.1%
backdash into Middle Smash6P19.1%
backdash into Slide Shuffle (Deflect)4P+K+G19.1%
backdash into guardG19.1%
crouch into Squat Straight2P19.1%
guardG into Middle Smash6P19.1%
guardG into backdash19.1%

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 (9 here; about 0.5 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

  • El Blaze: 1 of 9 tests hold up
  • Brad: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Jacky: not tested (too few rounds)