VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

super_style

  • Jacky
  • Goh
  • Lau
  • Taka
  • Pai
Career matches2,451
Career win rate40.1%
Round win rate45.1%
Peak rank25
Distinct opponents280
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1185 #3,467 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

Brad251,32257175143.2%
Jacky2369224145134.8%
Taka191978311442.1%
Goh21129517839.5%
Lau21109367333.0%
Pai16220100.0%

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

2,169 of 2,651 rounds counted

7.2 inputs a second (431 a minute) this season. Faster than 51% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad7.04181,488
Jacky7.8469445
Goh8.350011
Lau7.2429215
Pai8.148410

By opponent's character

Akira7.0419277
Sarah6.9415275
Aoi7.6458199
Jacky7.2429141
Lau7.6454126
Goh7.1425128
Jeffry7.2435122
Pai7.3436107
Kage7.3436120
Jean6.941686
Shun6.8409103
Lion6.941377
El Blaze7.243481
Vanessa7.645962
Brad7.142868
Eileen6.941557
Lei Fei7.444436
Taka7.243047
Wolf8.349849
Dural6.23718

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

Akira87404746.0%+5.9
Sarah82443853.7%+11.7
Aoi60204033.3%-5.9
Jacky55154027.3%-14.9
Lau38122631.6%-8.4
Goh37142337.8%-7.2
Jeffry35191654.3%+4.6
Pai35152042.9%+0.5
Kage30121840.0%+0.0
Jean29131644.8%-1.5
Shun2992031.0%-12.2
Lion2371630.4%-14.4
El Blaze21111052.4%+14.4
Vanessa21111052.4%+10.2
Brad2013765.0%+19.9
Eileen2081240.0%-1.6
Lei Fei1441028.6%-18.7
Taka149564.3%+17.8
Wolf145935.7%-3.1
Dural42250.0%+17.2

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 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

Open80314938.8%-3.2
Breakable Half Fence77294837.7%-5.3
Breakable Full Fence74353947.3%+5.9
Octagon74294539.2%-5.3
Single Wall67313646.3%+5.4
Half Fence62263641.9%+0.8
Low Fence57253243.9%+3.2
Rectangle56213537.5%-9.9
Full Fence53223141.5%+3.5
Full Fence and Open36191752.8%+6.2

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls39640.9%42.5%-1.5
No walls20442.6%41.4%+1.3

Walls against open: -2.8 points (95% range -11.9 to +6.3), p 0.541 — 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

maximum_miruchi (Rank 21)2026/10/1295455.6%
maple_carla (Rank 21)2026/10/11106460.0%
ちぇびーまるやま (Rank 21)2026/10/0284450.0%
富美 (Rank 21)2026/09/06107370.0%
たかティン (Rank 22)2026/08/291812666.7%
トローリロートル (Rank 21)2026/08/2685362.5%
おとうさん (Rank 21)2026/08/2697277.8%
yasai (Rank 23)2026/08/2574357.1%
ターム (Rank 24)2026/08/2452340.0%
dark-baron (Rank 22)2026/08/2452340.0%
G.S (Rank 21)2026/08/22112918.2%
hide2480gt (Rank 22)2026/08/2252340.0%
jqy911 (Rank 21)2026/08/2186275.0%
kota_mofumofu (Rank 23)2026/08/0572528.6%
まろんた (Rank 24)2026/08/0572528.6%
あぶらこ (Rank 24)2026/08/0471614.3%
maeK55 (Rank 21)2026/08/0484450.0%
まなつのかじつ (Rank 21)2026/08/0361516.7%
ryu2811 (Rank 25)2026/08/0271614.3%
runestone9774 (Rank 25)2026/08/0252340.0%
D_RAMY_M (Rank 24)2026/07/2651420.0%
もっちぃ (Rank 24)2026/06/29104640.0%
changlil (Rank 21)2026/06/2254180.0%
tmo555 (Rank 23)2026/05/2851420.0%
おだんごたべたい (Rank 21)2026/05/1352340.0%

Round openings

Every character

backdash into backward movement59623.4%
punchP1345.3%
Double Knee Solo9K into kickK1174.6%
backdash into Jackal Straight46P+K1104.3%
punchP into Jab Straight943.7%
backdash863.4%
punchP into Jab~High KickPK652.6%
backward movement622.4%
no input532.1%
punchP into Jab Double StraightPPP481.9%
crouch into Destruction Body3P+K471.9%
punchP into kickK381.5%
backdash into punchP311.2%
backdash into Spine Whip4P301.2%
Double Knee Solo9K281.1%

288 further openings account for the other 1,004 rounds.

Counted from 639 of the 668 matches played. The rest were not pulled for openings.

Brad

Career
571–751 · 43.2%
This season
408 matches · 42.4%
Peak rank
25

First hit in 47.9% of 1,619 rounds. Won 47.9% of the rounds they struck first, 43.5% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 60.5% of rounds, against 46.2% in their other rounds.
  • After opening the round before by backing off: backs off first in 53.8% of rounds, against 38.0% after anything else.
  • After winning a round: attacks straight away in 57.1% of rounds, against 34.3% after losing one.
  • When ahead: attacks straight away in 57.4% of rounds, against 36.1% when level or behind.
  • In round 4 or later: opens with “P punch” in 9.7% of rounds, against 4.1% in their other rounds.
  • Against Jean: opens with “P punch into PK Jab~High Kick” in 18.8% of rounds, against 3.4% against everyone else.
  • After opening the round before with “9K Double Knee Solo into K kick”: opens with “9K Double Knee Solo into K kick” in 21.1% of rounds, against 6.2% after anything else.
  • After losing a round: opens with “backdash into backward movement” in 27.5% of rounds, against 14.8% after winning one.
  • When behind: opens with “backdash into 46P+K Jackal Straight” in 8.0% of rounds, against 4.2% when ahead or level.

How is this tested?

backdash into backward movement38823.8%
Double Knee Solo9K into kickK1177.2%
backdash into Jackal Straight46P+K1106.8%
punchP905.5%
punchP into Jab~High KickPK654.0%
punchP into Jab StraightPP603.7%
backward movement553.4%
crouch into Destruction Body3P+K472.9%
backdash432.6%
no input362.2%
backdash into Spine Whip4P301.8%
punchP into kickK301.8%
Double Knee Solo9K281.7%
punchP into Combination UpperPPP261.6%
Turn Savate44K241.5%

125 further openings account for the other 480 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira16–21 · 43%7–8 · 47%too few to test
Sarah16–8 · 67%9–9 · 50%too few to test
Aoi9–19 · 32%1–5 · 17%too few to test
Jacky3–15 · 17%0–10 · 0%too few to test
Jeffry8–7 · 53%3–3 · 50%too few to test
Goh5–11 · 31%4–4 · 50%too few to test
Pai5–5 · 50%4–6 · 40%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?

Jacky

Career
241–451 · 34.8%
This season
131 matches · 45.0%
Peak rank
23

First hit in 43.6% of 521 rounds. Won 46.3% of the rounds they struck first, 44.2% of the rounds they were struck first.

Significant Tells

  • After winning a round: attacks straight away in 64.6% of rounds, against 36.9% after losing one.
  • When ahead: attacks straight away in 62.8% of rounds, against 41.1% when level or behind.
  • When ahead: opens with “P punch into PPP Jab Double Straight” in 15.0% of rounds, against 5.5% when level or behind.

How is this tested?

backdash into backward movement9618.2%
punchP into Jab Double StraightPPP489.1%
punchP into Jab StraightPP346.5%
punchP254.8%
backdash214.0%
Double Dragon9K into kickK203.8%
backdash into Dash Hammer Kick66K183.4%
backdash into High Angle Upper Kick6K163.0%
punchP into Double Punch Slash KickPPK163.0%
no input142.7%
crouch into Low Spin Kick1K+G132.5%
Somersault Kick7K122.3%
Middle Smash Back Knuckle6PP into Middle Back Knuckle Spin6PPK101.9%
punchP into forward movement101.9%
backdash into Side Hook Turn44P71.3%

78 further openings account for the other 166 rounds.

Goh

Career
51–78 · 39.5%
This season
60 matches · 36.7%
Peak rank
21

First hit in 48.0% of 229 rounds. Won 48.2% of the rounds they struck first, 31.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement6427.7%
backdash into Kokuryusatsu Ni46P+KP166.9%
backdash125.2%
punchP104.3%
backdash into Kokuryusatsu Todome46P+KPP93.9%
backdash into punchP93.9%
backdash into AgitosogiP+K83.5%
backdash into Kokuryusatsu Ichi46P+K73.0%
punchP into kickK73.0%
punchP into Tsurane ShoudaPP62.6%
Hoderi4P into Hoderi~Shikigami4PP52.2%
Zukotsuwari9P+K into Minamo Barai2P+K41.7%
backdash into Hoderi~Shikigami4PP41.7%
backdash into throw escape41.7%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Todome46P+KPP31.3%

43 further openings account for the other 63 rounds.

Lau

Career
36–73 · 33.0%
This season
55 matches · 38.2%
Peak rank
21

First hit in 38.5% of 104 rounds. Won 45.0% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement3432.7%
Ko'en Niki9K+G into Genchi Senpukyaku8K+G1514.4%
backdash76.7%
Enjin Senpukyaku4K+G into Genchi Senpukyaku8K+G54.8%
Enjin Senpukyaku4K+G43.9%
Genchi Senpukyaku8K+G43.9%
Genchi Senpukyaku8K+G into Senpuga~KokeiK+G32.9%
Ko'en Niki9K+G into Koryu Tenshinkyaku6K+G32.9%
Ko'en Niki9K+G into Senpuga~KokeiK+G21.9%
crouch into Souchuken2P21.9%
punchP21.9%
punchP into RenshouPP21.9%
Enjin Senpukyaku4K+G into Senpuga~KokeiK+G11.0%
Genchi Senpukyaku8K+G into Ko'en Niki9K+G11.0%
Genchi Senpukyaku8K+G into Rakuchi Kobikyaku8K+GK11.0%

18 further openings account for the other 18 rounds.

Counted from 26 of the 55 matches played. The rest were not pulled for openings.

Taka

Career
83–114 · 42.1%
This season
11 matches · 54.5%
Peak rank
19

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement1125.6%
punchP716.3%
Kumoyaburi4P+K37.0%
backdash37.0%
punchP into Tsuppari 2PP37.0%
crouch into Shita Harite2P24.7%
no input24.7%
Aka'oni MidaremageP+K into Takatsumehashi3P+K12.3%
Kumoyaburi4P+K into Aka'oni MidaremageP+K12.3%
Nakageri3K into Tsuyubarai 22P+KP12.3%
backdash into Kumoyaburi4P+K12.3%
backdash into Nakageri3K12.3%
backdash into Tachi'aiP+K+G12.3%
crouch into Kirikabu Kudaki1P+K12.3%
crouch into Takatsumehashi3P+K12.3%

4 further openings account for the other 4 rounds.

Pai

Career
2–0 · 100.0%
This season
3 matches · 66.7%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hi'en Tankyaku9K into Hi'en Rekkyaku9KK330.0%
backdash into backward movement330.0%
Haitenkyaku7K110.0%
backward movement110.0%
crouch into Honshin Soukyaku1K+G110.0%
punchP into RenshouPP110.0%

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 (31 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: 9 of 16 tests hold up
  • Jacky: 3 of 15 tests hold up
  • Goh: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Pai: not tested (too few rounds)