VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Brad

TheLetterAfterZ

Career matches381
Career win rate68.5%
Round win rate58.2%
Peak rank31
Distinct opponents28
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1675 #918 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

Brad3138126112068.5%

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

395 of 395 rounds counted

7.7 inputs a second (462 a minute) this season. Faster than 65% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad7.7462395

By opponent's character

Akira7.645892
Jacky7.444268
Pai8.148755
Shun8.047933
Goh8.248931
Sarah7.545228
Brad7.344126
Vanessa7.746223
Jeffry8.048115
Jean6.84069
El Blaze8.75235
Lau8.04795
Lei Fei6.94155

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

Akira2316769.6%+5.9
Jacky179852.9%-13.1
Pai1410471.4%+4.1
Shun106460.0%-0.2
Goh86275.0%+9.2
Sarah86275.0%+8.3
Brad73442.9%-3.5
Vanessa64266.7%-6.4
Jeffry54180.0%+2.3
Jean2020.0%-39.6
El Blaze110100.0%+42.6
Lau1010.0%-25.6
Lei Fei110100.0%+13.0

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

Open1712570.6%+6.4
Octagon147750.0%-18.1
Rectangle1412285.7%+20.8
Full Fence136746.1%-7.2
Low Fence105550.0%-13.3
Breakable Full Fence97277.8%+15.1
Breakable Half Fence84450.0%-12.4
Full Fence and Open75271.4%+8.4
Single Wall440100.0%+12.1
Half Fence31233.3%-15.9

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
Walls6160.7%61.7%-1.0
No walls3167.7%67.2%+0.5

Walls against open: -1.6 points (95% range -21.7 to +18.5), p 0.878 — 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

JinNC (Rank 29)2026/07/1897277.8%
chexmixofdeath (Rank 33)2026/07/1831233.3%
ChilePiquín (Rank 34)2026/07/1893633.3%
tenpai (Rank 31)2026/07/1894544.4%
math_u_355/113 (Rank 31)2026/07/1853260.0%
Melchizedek3 (Rank 10)2026/07/18220100.0%
seedash (Rank 31)2026/07/1742250.0%
Kingbison (Rank 29)2026/07/1754180.0%
Kai_Uchiha10 (Rank 30)2026/07/1776185.7%
UltraSeBassツ (Rank 35)2026/07/172020.0%
JAWattack (Rank 30)2026/07/17106460.0%
saintgurmeet (Rank 37)2026/07/172020.0%
stinky (Rank 21)2026/07/17220100.0%
xChimerax (Rank 33)2026/07/17110100.0%
bigsizefrenchfries (Rank 25)2026/07/17220100.0%
HARLEMKNIGHT116 (Rank 33)2026/07/16220100.0%
Johnnny_E_ (Rank 35)2026/07/1631233.3%
gainkiller (Rank 27)2026/07/16550100.0%
chaingrabs (Rank 25)2026/07/1654180.0%
bugprincess(bpdmaxxing) (Rank 32)2026/07/1632166.7%
Mr.Maoifyou'renasty (Rank 27)2026/07/1632166.7%
CastleKingSide (Rank 28)2026/07/1632166.7%
leefung._ (Rank 31)2026/07/111010.0%
Taka1x1 (Rank 5)2026/07/11220100.0%
SuperKumaFGC (Rank 22)2026/07/11110100.0%

Round openings

Brad

Career
261–120 · 68.5%
This season
103 matches · 64.1%
Peak rank
31

First hit in 45.8% of 393 rounds. Won 57.2% of the rounds they struck first, 58.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 35.9% of rounds, against 11.0% in their other rounds.
  • In round 1: opens with “crouch into 1K down-back kick” in 15.5% of rounds, against 2.7% in their other rounds.

How is this tested?

crouch into Sharp Shoot1P276.8%
crouch dash back into punchP266.6%
crouch into down-back kick1K246.1%
evade down into guardG153.8%
crouch dash back into evade down133.3%
crouch into Stop Kick4K133.3%
punchP into Jab~High KickPK133.3%
Jackal Straight46P+K123.0%
Jab StraightPP into Combination LowPPK112.8%
evade down into Rapid Double JabP+K112.8%
evade down into crouch dash back102.5%
Dtee Sawk Dtrohng4P+K92.3%
evade up into Elbow Hook6P82.0%
punchP into Jab StraightPP82.0%
crouch dash back into Jackal Straight46P+K71.8%

86 further openings account for the other 188 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira11–6 · 65%5–1 · 83%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?

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 (13 here; about 0.7 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: 2 of 13 tests hold up