VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

yu__ya78

  • Akira
  • Sarah
  • Kage
  • Goh
  • Lion
  • Lei Fei
  • Wolf
Career matches1,623
Career win rate53.4%
Round win rate55.6%
Peak rank27
Distinct opponents28
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1448 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

Brad2778341037352.4%
Goh25184968852.2%
Kage24152886457.9%
Akira24132706253.0%
Taka—108604855.6%
Wolf2382463656.1%
Sarah2381414050.6%
Lau—50282256.0%
Lion2246262056.5%
Lei Fei2152340.0%

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

87 of 189 rounds counted

6.2 inputs a second (371 a minute) this season. Faster than 23% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.539150
Brad5.935613
Kage5.13079
Goh6.136611
Lion5.53304

By opponent's character

Akira6.237418
Goh6.840821
Pai6.03629
Wolf6.237413
Aoi6.53914
Jean5.13079
El Blaze6.03625
Lau5.53305
Sarah6.23703

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

Akira119281.8%+22.7
Goh107370.0%+9.5
Pai73442.9%-6.9
Jeffry440100.0%+43.2
Wolf31233.3%-19.3
Aoi21150.0%-22.6
Jean2020.0%-79.1
Lei Fei21150.0%-5.4
Brad110100.0%+36.0
El Blaze1010.0%-40.5
Lau1010.0%-38.1
Sarah1010.0%-54.0
Shun1010.0%-66.2
Vanessa110100.0%+36.5

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

Full Fence94544.4%-14.5
Low Fence84450.0%-14.4
Open75271.4%+8.7
Octagon64266.7%+3.1
Rectangle63350.0%-9.5
Breakable Full Fence54180.0%+21.5
Half Fence43175.0%+31.5
Breakable Half Fence110100.0%+42.9
Full Fence and Open1010.0%-71.9

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
Walls3161.3%57.6%+3.7
No walls1560.0%62.9%-2.9

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

Most played opponents, most recent first

ゅろぽ (Rank 24)2026/09/133030.0%
你是来拉屎的吗 (Rank 21)2026/08/23440100.0%
T-J-J (Rank 23)2026/06/23220100.0%
nkazu581 (Rank 19)2026/06/222020.0%
r1s1d8 (Rank 26)2026/06/211010.0%
SEGAAAAAA (Rank 24)2026/06/2031233.3%
a39611619 (Rank 21)2026/06/15220100.0%
xenon335 (Rank 31)2026/06/111010.0%
dojoGR (Rank 21)2026/05/18220100.0%
emespink (Rank 27)2026/05/181010.0%
破軍恩 (Rank 23)2026/05/171010.0%
unknown (Rank 25)2026/05/16110100.0%
방가방가햄토리 (Rank 27)2026/05/141010.0%
タイヨウ (Rank 23)2026/05/14110100.0%
GaaMANジール (Rank 26)2026/05/0732166.7%
Penoco (Rank 23)2026/05/0521150.0%
도룡만쓴다/RSA (Rank 21)2026/05/0532166.7%
やきそばん (Rank 21)2026/05/05220100.0%
norespect (Rank 26)2026/04/16330100.0%
Martin1833 (Rank 21)2026/04/151010.0%
windowkhs (Rank 26)2026/04/15110100.0%
drnneb75 (Rank 24)2026/04/151010.0%
mitorakujo (Rank 25)2026/03/291010.0%
nourusu (Rank 27)2026/03/29110100.0%
threedaysgrace (Rank 21)2026/03/28110100.0%

Round openings

Every character

Sawk Klab6P+K147.3%
Rimon Chouchu66P126.3%
Jolt Upper3P into Jolt Upper~Spin Kick3PK52.6%
backdash into Fukko3K+GP+K52.6%
punchP52.6%
Juchou Senshou8P+K42.1%
Rasen4P into Rasen Urageri4PK42.1%
Rising Elbow6P into Double Joint Butt6PK42.1%
evade down42.1%
Toushou66P31.6%
backdash into Dragon Smash Cannon1K31.6%
backward movement into Jouho Touken6P31.6%
backward movement into Sawk Klab6P+K31.6%
guardG31.6%
Attai2K into Tousentai2KK+G21.1%

96 further openings account for the other 117 rounds.

Akira

Career
70–62 · 53.0%
This season
15 matches · 46.7%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P1221.4%
backdash into Fukko3K+GP+K58.9%
punchP47.1%
backward movement into Jouho Touken6P35.4%
Jouho Senshou46P23.6%
Jouho Touken6P23.6%
Satei3K+G into Fukko3K+GP+K23.6%
Youhou33P23.6%
backdash into Youhou33P23.6%
evade down23.6%
forward dash into Jouho Touken6P23.6%
no input23.6%
Geimon Tessen46P+K+G11.8%
HoukenP+K+G11.8%
Jouho Senshou46P into punchP11.8%

13 further openings account for the other 13 rounds.

Brad

Career
410–373 · 52.4%
This season
12 matches · 66.7%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sawk Klab6P+K1426.9%
Jolt Upper3P into Jolt Upper~Spin Kick3PK59.6%
backward movement into Sawk Klab6P+K35.8%
Destruction Body3P+K23.9%
Dtee Sawk Dtrohng4P+K23.9%
Jackal Straight46P+K23.9%
Middle Spin Kick66K23.9%
backdash into Destruction Body3P+K23.9%
backdash into Dtee Sawk Lang3P+KP23.9%
evade down into guardG23.9%
guardG23.9%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK11.9%
Jaguar Tail2K+G11.9%
Kao Loy6K+G11.9%
Spine Whip4P11.9%

10 further openings account for the other 10 rounds.

Sarah

Career
41–40 · 50.6%
This season
7 matches · 71.4%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rising Elbow6P into Double Joint Butt6PK413.3%
backdash into Dragon Smash Cannon1K310.0%
backdash into Crescent Heel4K+G26.7%
evade down26.7%
evade down into Dragon Smash Cannon1K26.7%
evade down into Rising Elbow6P26.7%
kickK26.7%
Back Knuckle4P into Serpent Rage4PK13.3%
Breeze Shot6P+K into Wind Knuckle6P+KP13.3%
Long Snap Side Chop3P+K13.3%
Rising Elbow6P into kickK13.3%
Stiletto66K13.3%
Valkyrie Low1K+G into Valkyrie Sword1K+GK13.3%
evade down into Reverse High KickK+GK13.3%
evade down into Serpent Rage4PK13.3%

5 further openings account for the other 5 rounds.

Kage

Career
88–64 · 57.9%
This season
4 matches · 25.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rasen4P into Rasen Urageri4PK425.0%
Rasen4P212.5%
Tsumujigeri2K+G212.5%
Jibashiri1K16.2%
Soumenwari1P+K16.2%
backdash into Furikakato OtoshiK+G16.2%
backdash into Tsumujigeri2K+G16.2%
backward movement into Engetsugeri9K+G16.2%
evade down into Soumenwari1P+K16.2%
guardG16.2%
guardG into Tsumujigeri2K+G16.2%

Lion

Career
26–20 · 56.5%
This season
3 matches · 66.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K430.8%
Attai2K into Tousentai2KK+G215.4%
Heimonkyaku6K17.7%
Kouho Hachihonsui44P+K17.7%
Taizan Soukoushu4P+K17.7%
evade down into Koushutai44K17.7%
evade down into Ni In'you4PP17.7%
evade down into punchP17.7%
kickK into Souji SenpuP+K17.7%

Goh

Career
96–88 · 52.2%
This season
3 matches · 100.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tsukikage6K218.2%
Raijinsatsu6K+G19.1%
backdash into Garyu66K19.1%
backdash into Ni'oudaoshi3K+G19.1%
backdash into Raijinsatsu6K+G19.1%
backdash into crouch dash back19.1%
backdash into forward dash19.1%
backward movement into Hiji'ate6P19.1%
crouch dash back into Shouzuka Okuri1P+K19.1%
crouch dash back into Soukyu46P19.1%

Lei Fei

Career
2–3 · 40.0%
This season
2 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Toushou66P333.3%
Gaiken6P+K into Gaida Santen6P+KP111.1%
Gaiken6P+K into punch+kick+guardP+K+G111.1%
Katoken3P+K111.1%
Shatenshou33P into Shaten Renshou33PP111.1%
evade down into Chutenhou3P111.1%
evade down into Rousou Senka43P111.1%

Wolf

Career
46–36 · 56.1%
This season
1 matches · 0.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Quick Shoulder66P+K125.0%
backdash into Elbow Butt4P125.0%
backdash into Heavy Toe Kick4K+G125.0%
backdash into Short Shoulder46P+K125.0%

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

  • Akira: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Wolf: not tested (too few rounds)