VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

infrablue

  • El Blaze
  • Akira
  • Wolf
Career matches8,968
Career win rate46.5%
Round win rate48.1%
Peak rank26
Distinct opponents186
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1262 #3,261 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

Brad264,7592,2102,54946.4%
Wolf261,77680796945.4%
El Blaze261,65080684448.9%
Akira2478334443943.9%

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

1,546 of 1,545 rounds counted

7.9 inputs a second (472 a minute) this season. Faster than 68% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad7.8466988
El Blaze7.8467426
Akira9.355692
Wolf8.249340

By opponent's character

Akira8.1488224
Sarah7.8467174
Shun7.7459172
Jacky7.6456136
Aoi7.8469128
Wolf7.9477116
Vanessa7.846990
Pai8.047874
Jeffry7.847080
Kage7.847160
Goh8.651841
Jean7.847139
Lau7.846641
Brad8.450531
Eileen7.846733
Lei Fei8.148531
Taka7.243431
El Blaze7.947323
Lion8.048322

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

Akira52262650.0%+6.1
Sarah42182442.9%-10.6
Shun42192345.2%-3.1
Jacky34142041.2%-8.8
Aoi32201262.5%+15.6
Wolf3092130.0%-9.4
Vanessa2241818.2%-24.0
Pai1981142.1%-1.6
Jeffry1881044.4%+2.8
Kage158753.3%+1.0
Goh115645.5%+5.4
Jean105550.0%+7.9
Lau106460.0%+4.7
Brad82625.0%-31.9
Eileen86275.0%+27.6
Lei Fei85362.5%+15.0
Taka87187.5%+37.8
El Blaze65183.3%+22.4
Lion53260.0%+16.4

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

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 Fence47242351.1%+3.8
Octagon47163134.0%-13.5
Rectangle45271860.0%+14.6
Low Fence43241955.8%+13.1
Open42192345.2%-1.2
Breakable Half Fence38132534.2%-16.6
Single Wall37211656.8%+9.6
Full Fence and Open24121250.0%-2.3
Full Fence2281436.4%-4.4
Half Fence145935.7%-2.1

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21343.7%46.1%-2.4
No walls12252.5%46.1%+6.4

Walls against open: -8.8 points (95% range -20.6 to +3.1), p 0.148 — 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

neco (Rank 23)2026/10/05136746.1%
euro04190 (Rank 22)2026/10/0562433.3%
kkd8281 (Rank 21)2026/10/0343175.0%
G.S (Rank 23)2026/10/03550100.0%
シマリスだいきち (Rank 23)2026/10/034040.0%
osAnKIRA (Rank 21)2026/10/0376185.7%
neo (Rank 23)2026/09/1843175.0%
ちぇびーまるやま (Rank 22)2026/09/1843175.0%
かっつん! (Rank 21)2026/09/1431233.3%
chimichama (Rank 21)2026/09/1442250.0%
METALBUTTER (Rank 26)2026/09/0732166.7%
こて (Rank 27)2026/09/0761516.7%
E-BB1 (Rank 26)2026/08/2451420.0%
委員ちょ (Rank 21)2026/08/2443175.0%
jqy911 (Rank 21)2026/08/20440100.0%
SakuRa (Rank 23)2026/08/1751420.0%
しおのさばやき (Rank 23)2026/08/0343175.0%
M3GAN2.0 (Rank 26)2026/08/03100100.0%
ttfour@サラしかできないw (Rank 21)2026/08/023030.0%
ありがとナス (Rank 23)2026/07/26330100.0%
ryu2811 (Rank 24)2026/07/2595455.6%
yubinpapas (Rank 27)2026/07/2141325.0%
syounai (Rank 27)2026/07/034040.0%
worldpeace-M (Rank 23)2026/06/0442250.0%
DON1031 (Rank 25)2026/06/0431233.3%

Round openings

Every character

backdash into backward movement21214.2%
crouch dash back into evade down19312.9%
backdash into guardG1208.1%
crouch dash back into guardG1077.2%
evade down into guardG422.8%
throw escape412.8%
backdash into crouch dash back332.2%
crouch dash back into evade up302.0%
crouch dash back into throw escape251.7%
backdash221.5%
crouch dash back into backdash221.5%
evade up into guardG201.3%
backdash into Sharp Shoot1P181.2%
backdash into throw escape181.2%
crouch dash back181.2%

232 further openings account for the other 570 rounds.

Counted from 366 of the 380 matches played. The rest were not pulled for openings.

Brad

Career
2,210–2,549 · 46.4%
This season
242 matches · 49.2%
Peak rank
26

First hit in 42.0% of 954 rounds. Won 51.4% of the rounds they struck first, 48.5% of the rounds they were struck first.

Significant Tells

  • Against Jeffry: backs off first in 91.2% of rounds, against 70.4% against everyone else.
  • After opening the round before by backing off: backs off first in 75.4% of rounds, against 59.3% after anything else.
  • After winning a round: evades first in 15.1% of rounds, against 6.0% after losing one.
  • In round 1: opens with “crouch dash back into evade down” in 20.9% of rounds, against 9.5% in their other rounds.
  • After opening the round before with “backdash into backward movement”: opens with “backdash into backward movement” in 31.6% of rounds, against 12.8% after anything else.
  • After winning a round: opens with “crouch dash back into evade down” in 14.3% of rounds, against 4.9% after losing one.
  • When behind: opens with “backdash into G guard” in 14.0% of rounds, against 6.7% when ahead or level.
  • Against a Shun on 1+ drinks: opens with “backdash into backward movement” in 36.5% of rounds, against 4.4% against a Shun on other counts.

How is this tested?

backdash into backward movement13113.7%
crouch dash back into evade down11812.3%
backdash into guardG889.2%
crouch dash back into guardG677.0%
evade down into guardG272.8%
throw escape262.7%
backdash into crouch dash back222.3%
crouch dash back into throw escape202.1%
backdash into Sharp Shoot1P181.9%
evade up into backdash171.8%
evade up into guardG171.8%
crouch dash back into evade up161.7%
backdash141.5%
backdash into throw escape131.4%
crouch dash back101.0%

147 further openings account for the other 355 rounds.

Counted from 234 of the 242 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun6–9 · 40%3–5 · 38%too few to test
Akira11–12 · 48%3–2 · 60%too few to test
Aoi7–7 · 50%6–1 · 86%too few to test
Sarah4–10 · 29%4–4 · 50%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.

8 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

El Blaze

Career
806–844 · 48.9%
This season
105 matches · 41.0%
Peak rank
26

First hit in 50.1% of 399 rounds. Won 47.0% of the rounds they struck first, 43.2% of the rounds they were struck first.

Significant Tells

  • On Full Fence stages: attacks straight away in 25.9% of rounds, against 6.4% on the other stages.
  • Against Akira: opens with “backdash into backward movement” in 37.7% of rounds, against 16.1% against everyone else.
  • On Breakable Full Fence stages: opens with “backdash into backward movement” in 39.2% of rounds, against 16.5% on the other stages.
  • After opening the round before with “crouch dash back into evade down”: opens with “crouch dash back into evade down” in 30.0% of rounds, against 6.9% after anything else.

How is this tested?

backdash into backward movement7619.0%
crouch dash back into evade down5112.8%
crouch dash back into guardG307.5%
backdash into guardG276.8%
evade down into guardG112.8%
backdash into evade up102.5%
throw escape92.2%
crouch dash back into evade up82.0%
backdash71.8%
crouch dash back into backdash71.8%
Fade Roll Kick7K61.5%
backdash into crouch dash back61.5%
crouch dash back into Straight6P+K61.5%
backdash into High Spin KickK+G51.2%
backdash into Volcano Upper4P+K51.2%

87 further openings account for the other 136 rounds.

Counted from 99 of the 105 matches played. The rest were not pulled for openings.

Akira

Career
344–439 · 43.9%
This season
23 matches · 52.2%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into evade down1617.4%
crouch dash back into evade up66.5%
crouch dash back into guardG66.5%
throw escape55.4%
backdash into backward movement44.3%
backdash into guardG44.3%
backdash into Souka Housui3P+K33.3%
backdash into crouch dash back33.3%
backdash into throw escape33.3%
crouch dash back into backdash33.3%
crouch dash back into throw escape33.3%
backdash into evade up22.2%
crouch dash back22.2%
crouch dash back into crouch22.2%
evade down into evade up22.2%

28 further openings account for the other 28 rounds.

Wolf

Career
807–969 · 45.4%
This season
10 matches · 40.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into evade down820.0%
crouch dash back into guardG410.0%
evade down into guardG410.0%
crouch dash back into backdash37.5%
backdash into Kenka Kick1K+G25.0%
backdash into crouch dash back25.0%
backdash into Face Lift Kick3K12.5%
backdash into Heavy Middle Kick3K+G12.5%
backdash into Low Smash2K12.5%
backdash into backward movement12.5%
backdash into down punch+kick+guard2P+K+G12.5%
backdash into evade down12.5%
backdash into guardG12.5%
backdash into throwP+G12.5%
backward movement into crouch dash back12.5%

8 further openings account for the other 8 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 (32 here; about 1.6 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: 8 of 17 tests hold up
  • El Blaze: 4 of 15 tests hold up
  • Akira: not tested (too few rounds)
  • Wolf: not tested (too few rounds)