VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

mine0313

  • Lau
Career matches1,217
Career win rate54.2%
Round win rate51.5%
Peak rank36
Distinct opponents35
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1754 #550 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

Brad361,20665155554.0%
Lau26119281.8%

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

392 of 501 rounds counted

8.6 inputs a second (513 a minute) this season. Faster than 80% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad8.5512382
Lau8.953710

By opponent's character

Aoi8.852677
Jacky8.450316
Akira8.752053
Goh8.852955
Kage8.651342
Brad8.551222
Lion8.349636
Pai8.751930
Lau7.947429
Sarah7.947614
El Blaze8.65158
Shun8.65197
Wolf9.75843

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

Aoi2071335.0%-10.2
Jacky1711664.7%+15.2
Akira158753.3%-7.7
Goh137653.9%-0.6
Kage126650.0%-0.4
Brad93633.3%-12.6
Lion93633.3%-21.7
Pai86275.0%+38.0
Lau75271.4%+15.6
Eileen43175.0%+7.6
Sarah41325.0%-17.3
El Blaze220100.0%+49.8
Jean21150.0%-1.0
Lei Fei21150.0%-1.0
Shun2020.0%-74.5
Wolf110100.0%+49.1

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

Open2011955.0%-2.1
Full Fence179852.9%+13.0
Octagon1771041.2%-11.4
Half Fence149564.3%+13.1
Breakable Half Fence126650.0%-3.6
Low Fence117463.6%+8.4
Rectangle115645.5%-4.6
Breakable Full Fence103730.0%-18.5
Single Wall73442.9%-11.9
Full Fence and Open65183.3%+30.9

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
Walls8148.1%49.0%-0.9
No walls3855.3%56.1%-0.8

Walls against open: -0.1 points (95% range -21.4 to +21.3), p 0.996 — 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

bonbon (Rank 31)2026/10/1632166.7%
ふぇに (Rank 35)2026/10/1132166.7%
jinmenusagi (Rank 40)2026/10/112020.0%
妹に運転を教える (Rank 38)2026/10/1162433.3%
マクシミリアン15世 (Rank 30)2026/10/11220100.0%
躑躅 (Rank 36)2026/10/114040.0%
しゆう@1974 (Rank 37)2026/10/1064266.7%
대통령혀가참길다. (Rank 37)2026/09/283030.0%
Laphroaig10 (Rank 37)2026/09/2832166.7%
RUSH (Rank 38)2026/09/2821150.0%
타우끼/taukee (Rank 35)2026/09/2784450.0%
ももじろう (Rank 39)2026/09/1331233.3%
zakisan (Rank 37)2026/09/1373442.9%
ヘニオ (Rank 32)2026/09/1376185.7%
マハリータまるこ (Rank 40)2026/09/1372528.6%
あぽろん (Rank 37)2026/09/1351420.0%
ハンニバル (Rank 32)2026/09/1331233.3%
stepan_BVFA (Rank 38)2026/09/1374357.1%
うをん (Rank 31)2026/09/062020.0%
マサオ(AO) (Rank 39)2026/08/2286275.0%
satsu-dachi (Rank 34)2026/05/062020.0%
MikuMartineau (Rank 30)2026/05/0543175.0%
やそかみ (Rank 41)2026/03/2921150.0%
テクノモデル (Rank 37)2026/03/29127558.3%
Lig_Nic (Rank 36)2026/03/2921150.0%

Round openings

Every character

backdash into Sway Back4P+K+G4311.2%
forward movement into punchP359.1%
backdash into Spine Whip4P266.8%
evade up into crouch dash forward236.0%
Elbow Hook6P215.5%
backdash into evade up194.9%
backdash into throwP+G184.7%
Sharp Shoot1P153.9%
backdash into evade down153.9%
guardG into Elbow Hook6P123.1%
backdash into Stop Kick4K102.6%
backdash into Lumpini Combination4PK82.1%
offensive move into guardG71.8%
Ducking6P+K+G into Crush Knee KickK+G61.6%
Middle Spin Kick66K61.6%

70 further openings account for the other 121 rounds.

Counted from 98 of the 127 matches played. The rest were not pulled for openings.

Brad

Career
651–555 · 54.0%
This season
124 matches · 50.0%
Peak rank
36

First hit in 46.1% of 375 rounds. Won 55.5% of the rounds they struck first, 45.0% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into Sway Back4P+K+G4311.5%
forward movement into punchP359.3%
backdash into Spine Whip4P266.9%
Elbow Hook6P215.6%
evade up into crouch dash forward215.6%
backdash into evade up195.1%
backdash into throwP+G184.8%
Sharp Shoot1P154.0%
backdash into evade down154.0%
guardG into Elbow Hook6P123.2%
backdash into Stop Kick4K102.7%
backdash into Lumpini Combination4PK82.1%
offensive move into guardG71.9%
Ducking6P+K+G into Crush Knee KickK+G61.6%
Middle Spin Kick66K61.6%

65 further openings account for the other 113 rounds.

Counted from 95 of the 124 matches played. The rest were not pulled for openings.

Lau

Career
9–2 · 81.8%
This season
3 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sako Soushou4P+K330.0%
backdash into Kosoushou46P220.0%
evade up into crouch dash forward220.0%
Souko Sensou66P+K110.0%
down-back kick1K into kickK110.0%
forward movement into evade down110.0%

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 (12 here; about 0.6 would come up by chance alone before the correction).

Tests behind each character's list

  • Brad: 0 of 12 tests hold up
  • Lau: not tested (too few rounds)