VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Brad

真也

  • Jacky
Career matches4,110
Career win rate51.1%
Round win rate51.0%
Peak rank33
Distinct opponents92
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1662 #987 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

Brad332,3461,1871,15950.6%
Goh—1,26063862250.6%
Vanessa—48526222354.0%
Jacky271915479.0%

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.

Against each character

Jacky1910952.6%+0.0
Jean167943.8%-15.5
Pai169756.2%+2.8
Sarah146842.9%-8.2
Wolf148657.1%+12.7
Brad126650.0%+3.4
El Blaze126650.0%-2.4
Goh128466.7%+15.3
Lau116554.5%-2.4
Vanessa107370.0%+27.3
Jeffry85362.5%+2.7
Lion81712.5%-21.5
Kage73442.9%-3.8
Lei Fei62433.3%-16.1
Akira43175.0%+16.5
Aoi21150.0%-14.1
Shun1010.0%-64.0

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

Rectangle26161061.5%+13.2
Full Fence2481633.3%-24.0
Low Fence23111247.8%+0.8
Breakable Half Fence21101147.6%-1.0
Half Fence2013765.0%+11.5
Breakable Full Fence1710758.8%+2.3
Single Wall139469.2%+14.7
Octagon82625.0%-17.8
Full Fence and Open73442.9%-11.0
Open62433.3%-9.7

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
Walls11650.9%51.9%-1.0
No walls4252.4%49.1%+3.2

Walls against open: -4.3 points (95% range -21.4 to +12.9), p 0.626 — 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

鳩男 (Rank 29)2026/05/1331233.3%
Oo-Mujirushi-oO (Rank 29)2026/05/1132166.7%
nuku2pai428 (Rank 32)2026/05/1132166.7%
powdershadow72 (Rank 32)2026/05/1152340.0%
たあぼさん (Rank 31)2026/05/1053260.0%
hsat0310 (Rank 33)2026/05/0943175.0%
Wolf-500Yen-VFes (Rank 33)2026/05/0832166.7%
SEAFLOOR (Rank 33)2026/05/0853260.0%
soul-to-denchi (Rank 31)2026/05/08220100.0%
fixed-star_61 (Rank 32)2026/05/0732166.7%
montanmo (Rank 35)2026/05/073030.0%
どっせ参謀 (Rank 33)2026/05/0731233.3%
Wallaby360 (Rank 36)2026/05/0731233.3%
igyoken55 (Rank 29)2026/05/0632166.7%
龍太 (Rank 42)2026/05/063030.0%
타우끼/taukee (Rank 34)2026/04/262020.0%
anzenpai (Rank 33)2026/04/2553260.0%
MaBoy (Rank 32)2026/04/2431233.3%
Akishin-0313 (Rank 27)2026/04/2332166.7%
TAPIOKA (Rank 29)2026/04/1932166.7%
ばねばば (Rank 29)2026/04/1821150.0%
mossa_n_assom (Rank 33)2026/04/0621150.0%
alleni3xvf5ws (Rank 32)2026/04/06220100.0%
ginno-talots_DQR (Rank 29)2026/04/0632166.7%
Lidly (Rank 36)2026/04/033030.0%

Round openings

Every character

forward movement into punchP9813.6%
backdash into evade up9312.9%
backdash into Stop Kick4K425.8%
Dtee Sawk Dtrohng4P+K304.2%
Middle Spin Kick66K283.9%
Sharp Shoot1P273.8%
backdash into Sway Back4P+K+G243.3%
forward movement into Jab~High KickPK223.1%
Ducking6P+K+G into Sting BlowP+K212.9%
evade up162.2%
Sit Jab2P152.1%
backdash into punchP152.1%
evade up into forward dash141.9%
backward movement into evade up131.8%
evade down into guardG131.8%

101 further openings account for the other 249 rounds.

Brad

Career
1,187–1,159 · 50.6%
This season
155 matches · 48.4%
Peak rank
33

First hit in 46.7% of 640 rounds. Won 54.9% of the rounds they struck first, 45.8% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 54.2% of rounds, against 31.2% in their other rounds.
  • In round 1: opens with “backdash into evade up” in 23.9% of rounds, against 8.1% in their other rounds.
  • Against Jean: opens with “4P+K Dtee Sawk Dtrohng” in 15.9% of rounds, against 3.4% against everyone else.

How is this tested?

forward movement into punchP8713.5%
backdash into evade up7711.9%
backdash into Stop Kick4K426.5%
Dtee Sawk Dtrohng4P+K304.6%
Middle Spin Kick66K284.3%
Sharp Shoot1P274.2%
backdash into Sway Back4P+K+G243.7%
forward movement into Jab~High KickPK223.4%
Ducking6P+K+G into Sting BlowP+K213.2%
evade up162.5%
Sit Jab2P152.3%
backdash into punchP152.3%
evade down into forward dash121.9%
evade up into forward dash121.9%
backward movement into evade up111.7%

81 further openings account for the other 207 rounds.

Jacky

Career
15–4 · 79.0%
This season
17 matches · 76.5%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1621.6%
forward movement into punchP1114.9%
evade down into guardG56.8%
Squat Straight2P45.4%
backdash into Slant Back Knuckle1P34.0%
backdash into guardG34.0%
Middle Smash6P22.7%
backward movement into evade up22.7%
evade up into forward dash22.7%
forward dash into guardG22.7%
forward movement into Jab Double StraightPPP22.7%
forward movement into Jab StraightPP22.7%
Spin Heel Sword4K+G11.4%
Spinning Back Knuckle4P11.4%
Squat Straight2P into backward movement11.4%

17 further openings account for the other 17 rounds.

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: 3 of 15 tests hold up
  • Jacky: not tested (too few rounds)