VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

GOD_Dogs_Weapon

  • El Blaze
  • Taka
  • Lion
Career matches781
Career win rate54.0%
Round win rate54.5%
Peak rank27
Distinct opponents92
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1381 #2,748 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

Brad2723913410556.1%
El Blaze2722711711051.5%
Lion2621510610949.3%
Taka26100653565.0%

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

509 of 679 rounds counted

7.1 inputs a second (426 a minute) this season. Faster than 48% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad7.0418335
Taka7.4445158
Lion6.941716

By opponent's character

Akira7.1424100
Jacky6.840758
Aoi7.243146
Goh7.042244
Wolf7.343932
Shun7.243236
Brad7.343621
El Blaze7.545127
Jeffry6.840528
Lau7.042022
Jean7.243418
Lion7.243018
Pai6.841016
Taka7.84677
Kage7.14245
Sarah7.142813
Dural7.14247
Eileen7.54488
Lei Fei7.14283

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

Akira36231363.9%+2.8
Jacky22111150.0%+0.1
Aoi148657.1%-1.6
Goh1411378.6%+12.6
Wolf137653.9%+5.2
Shun126650.0%-21.3
Brad86275.0%+16.6
El Blaze85362.5%+4.2
Jeffry73442.9%-5.7
Lau74357.1%-5.5
Jean53260.0%-1.8
Lion440100.0%+49.3
Pai41325.0%-23.8
Taka42250.0%-0.2
Kage31233.3%-30.3
Sarah3030.0%-55.0
Dural220100.0%+42.5
Eileen2020.0%-51.8
Lei Fei220100.0%+25.0

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Open2922775.9%+17.7
Rectangle2112957.1%+6.0
Full Fence1881044.4%-16.1
Breakable Full Fence1610662.5%+2.7
Low Fence1610662.5%+2.9
Octagon156940.0%-15.8
Breakable Half Fence147750.0%-7.0
Single Wall137653.9%-11.8
Half Fence127558.3%-5.5
Full Fence and Open84450.0%-3.4

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
Walls9652.1%57.0%-5.0
No walls5867.2%61.6%+5.6

Walls against open: -10.6 points (95% range -26.6 to +5.5), p 0.197 — 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

p88224646ba (Rank 26)2026/09/2531233.3%
jytgfr46nkdeqadc (Rank 24)2026/09/22220100.0%
HayanieMozu (Rank 22)2026/09/1497277.8%
m89jgkc88 (Rank 21)2026/09/1443175.0%
neco (Rank 21)2026/09/0831233.3%
osAnKIRA (Rank 22)2026/09/0742250.0%
三輪ですが@SRGM (Rank 24)2026/09/0732166.7%
mokoha_jean (Rank 21)2026/09/0754180.0%
hijunglove (Rank 23)2026/09/0332166.7%
Side_mountain-n (Rank 25)2026/09/03220100.0%
yakisoba516 (Rank 24)2026/08/3131233.3%
たくん (Rank 21)2026/08/31330100.0%
SHUSHUSHU (Rank 28)2026/08/31220100.0%
dr5046_ryo (Rank 29)2026/08/25220100.0%
PKG (Rank 28)2026/08/2531233.3%
ジズー (Rank 29)2026/08/242020.0%
下汁 (Rank 24)2026/08/2332166.7%
hayasano1226 (Rank 23)2026/08/2332166.7%
SICHIROUJI (Rank 27)2026/08/2332166.7%
apical-jar46 (Rank 22)2026/08/2332166.7%
mikkunn3277 (Rank 24)2026/08/2331233.3%
elbowcommand (Rank 27)2026/04/25330100.0%
kaibito_1009 (Rank 25)2026/04/1932166.7%
tidy_stamp37 (Rank 27)2026/04/1731233.3%
廿撚二 (Rank 23)2026/04/1743175.0%

Round openings

Every character

punchP588.7%
crouch into Sit Jab365.4%
crouch dash back into Hammer Smash46P+K294.3%
Jolt Upper3P into Jolt Upper~Spin Kick3PK274.0%
offensive move182.7%
punchP into evade down182.7%
Jolt Upper3P into Jolt Double Shot3PP+K162.4%
evade up into backdash142.1%
Stop Kick4K into forward movement131.9%
Jab StraightPP into Combination LowPPK121.8%
kickK111.6%
punchP into backdash111.6%
punchP into backward movement111.6%
KaminaridaikoK+G into Kaminaridaiko Hasami'uchiK+GP101.5%
Aka'oni MidaremageP+K91.3%

172 further openings account for the other 377 rounds.

Counted from 168 of the 170 matches played. The rest were not pulled for openings.

Brad

Career
134–105 · 56.1%
This season
84 matches · 59.5%
Peak rank
27

First hit in 51.4% of 325 rounds. Won 62.3% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Jolt Upper3P into Jolt Upper~Spin Kick3PK278.3%
crouch into Sit Jab2P175.2%
Jolt Upper3P into Jolt Double Shot3PP+K164.9%
offensive move164.9%
Stop Kick4K into forward movement134.0%
Jab StraightPP into Combination LowPPK123.7%
punchP123.7%
evade up into backdash113.4%
punchP into Jab StraightPP92.8%
punchP into Jab~High KickPK92.8%
Sway Back4P+K+G into Mighty Knee UpperK82.5%
Elbow Hook6P into evade up72.1%
Jumping Dtee Sawk Bon9P+K72.1%
Sawk Klab6P+K72.1%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK61.8%

90 further openings account for the other 149 rounds.

Counted from 82 of the 84 matches played. The rest were not pulled for openings.

El Blaze

Career
117–110 · 51.5%
This season
42 matches · 54.8%
Peak rank
27

First hit in 47.9% of 169 rounds. Won 59.3% of the rounds they struck first, 47.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Hammer Smash46P+K2917.1%
punchP2011.8%
crouch into Sit Jab2P1911.2%
crouch dash forward into Straight6P+K74.1%
evade down into Hammer Smash46P+K74.1%
punchP into evade down74.1%
punchP into crouch63.5%
Sit Jab2P52.9%
High Spin KickK+G42.4%
Demon Dance9P+K into Demon's Tail9P+KK31.8%
Jumping Hammer Knuckle8P+K31.8%
crouch dash back31.8%
crouch dash back into evade down31.8%
crouch dash back into forward movement31.8%
punchP into Quick HookPP31.8%

37 further openings account for the other 48 rounds.

Taka

Career
65–35 · 65.0%
This season
40 matches · 62.5%
Peak rank
26

First hit in 55.2% of 154 rounds. Won 64.7% of the rounds they struck first, 39.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP2415.2%
KaminaridaikoK+G into Kaminaridaiko Hasami'uchiK+GP106.3%
kickK106.3%
Aka'oni MidaremageP+K95.7%
Kachi'age33P+K95.7%
punchP into backward movement95.7%
punchP into backdash74.4%
Maruta Tsuppari6KP into Maruta Tsuppari Tarukudaki6KPP63.8%
Morotezuki66P into Morote Tsuppari66PP63.8%
punchP into forward dash63.8%
Hiji'ate6P53.2%
punchP into evade down53.2%
Gozougeri4K into Gozou Kehataki4KP42.5%
Shita Harite2P42.5%
Kirikabu Kudaki1P+K31.9%

32 further openings account for the other 41 rounds.

Lion

Career
106–109 · 49.3%
This season
4 matches · 25.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into guardG212.5%
crouch into Katousui2P212.5%
punchP212.5%
Banchu6P16.2%
Banchu6P into Banchu Renkanshu6PP16.2%
Katousui2P into backdash16.2%
Sen'inshou3P16.2%
Senkyutai1K16.2%
crouch dash back into Dantai3K16.2%
evade up into backdash16.2%
punchP into Ni In'you4PP16.2%
punchP into crouch16.2%
punchP into forward dash16.2%

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 (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Brad: 0 of 14 tests hold up
  • El Blaze: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Lion: not tested (too few rounds)