VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Brad

富美

  • Sarah
Career matches1,937
Career win rate40.9%
Round win rate44.3%
Peak rank24
Distinct opponents249
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1169 #3,500 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

Brad241,68969999041.4%
Sarah212489315537.5%

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

3,895 of 3,898 rounds counted

9.1 inputs a second (544 a minute) this season. Faster than 88% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad9.05393,368
Sarah9.7582527

By opponent's character

Akira9.2552482
Sarah9.1546398
Pai8.9536347
Aoi9.0538353
Shun8.8526324
Lion8.8527303
Jacky9.0538260
Jeffry9.1545277
Goh9.5569195
Wolf9.3560160
Kage9.6574159
Lau9.3559150
Taka9.456596
Lei Fei8.651695
Brad9.556979
El Blaze9.255271
Jean9.053953
Eileen8.953646
Vanessa9.254947

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

Akira122566645.9%+9.7
Sarah97494850.5%+8.8
Pai89404944.9%+2.0
Aoi88394944.3%+4.0
Shun80334741.2%-1.6
Lion75284737.3%-3.1
Jacky68185026.5%-12.4
Jeffry68293942.6%+6.6
Goh49143528.6%-9.2
Wolf41122929.3%-5.3
Kage40142635.0%-3.5
Lau38112728.9%-17.3
Taka2561924.0%-15.9
Lei Fei23111247.8%+2.0
Brad2181338.1%+3.8
El Blaze1810855.6%+15.1
Jean134930.8%-9.0
Eileen124833.3%-7.9
Vanessa125741.7%+2.2

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Full Fence116457138.8%-0.5
Single Wall114506443.9%+0.9
Open110426838.2%-1.1
Breakable Half Fence104426240.4%+1.9
Octagon100366436.0%-6.5
Half Fence98415741.8%+1.9
Rectangle89395043.8%+4.9
Breakable Full Fence86394745.4%+5.3
Low Fence75215428.0%-11.6
Full Fence and Open36191752.8%+17.8

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
Walls59340.8%39.9%+0.9
No walls29937.8%40.5%-2.7

Walls against open: +3.6 points (95% range -3.5 to +10.8), p 0.320 — 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

ttfour@サラしかできないw (Rank 21)2026/10/18124833.3%
トッシー (Rank 19)2026/10/181310376.9%
かっつん(52) (Rank 21)2026/10/11107370.0%
affnis1485 (Rank 23)2026/10/11141137.1%
neco (Rank 23)2026/10/1130102033.3%
O.J.A (Rank 21)2026/10/11148657.1%
SakuRa (Rank 24)2026/10/11100100.0%
VF (Rank 21)2026/10/111210283.3%
makoto.qo.op (Rank 21)2026/10/11124833.3%
Lucifer-1971 (Rank 25)2026/10/04124833.3%
T0_MoA_Ki227 (Rank 24)2026/10/04145935.7%
yonchi41 (Rank 21)2026/10/04126650.0%
桃之助 (Rank 23)2026/10/04103730.0%
G.S (Rank 23)2026/09/261310376.9%
NEKO-PUNCH318 (Rank 23)2026/09/24134930.8%
AiokometeZ (Rank 22)2026/09/24135838.5%
jqy911 (Rank 22)2026/09/231761135.3%
yumi_itigo (Rank 22)2026/09/1391811.1%
ぱぱ (Rank 22)2026/09/132415962.5%
送分童子 (Rank 21)2026/09/1395455.6%
Kmegane (Rank 25)2026/09/131531220.0%
super_style (Rank 17)2026/09/06103730.0%
kimxxxtt (Rank 24)2026/08/2584450.0%
Mon3tr (Rank 21)2026/08/0291811.1%
maeK55 (Rank 21)2026/07/2796366.7%

Round openings

Every character

backdash into backward movement40011.8%
backdash into guardG37711.1%
backdash into crouch3359.9%
forward movement into backdash2517.4%
forward dash into backdash1323.9%
crouch into Sit Jab2P982.9%
punchP into Jab Straight922.7%
evade down into backdash862.5%
backdash into punchP842.5%
forward dash into guardG591.7%
punchP into kickK511.5%
punchP into forward movement471.4%
backdash into Destruction Body3P+K451.3%
backdash into Jackal Straight46P+K431.3%
punchP into crouch431.3%

337 further openings account for the other 1,256 rounds.

Counted from 852 of the 979 matches played. The rest were not pulled for openings.

Brad

Career
699–990 · 41.4%
This season
849 matches · 40.4%
Peak rank
24

First hit in 58.4% of 2,856 rounds. Won 44.7% of the rounds they struck first, 43.5% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 59.3% of rounds, against 48.7% in their other rounds.
  • Against Sarah: attacks straight away in 23.8% of rounds, against 13.4% against everyone else.
  • After opening the round before by moving in: moves in first in 33.4% of rounds, against 22.8% after anything else.
  • After winning a round: attacks straight away in 24.5% of rounds, against 7.9% after losing one.
  • When ahead: attacks straight away in 25.0% of rounds, against 10.6% when level or behind.
  • In round 1: opens with “backdash into crouch” in 17.0% of rounds, against 8.6% in their other rounds.
  • Against Shun: opens with “backdash into backward movement” in 23.5% of rounds, against 11.6% against everyone else.
  • After opening the round before with “backdash into G guard”: opens with “backdash into G guard” in 23.3% of rounds, against 11.8% after anything else.
  • After losing a round: opens with “backdash into G guard” in 17.3% of rounds, against 8.0% after winning one.
  • When behind: opens with “backdash into G guard” in 16.5% of rounds, against 9.7% when ahead or level.
  • Against a Shun on 1+ drinks: opens with “backdash into backward movement” in 42.1% of rounds, against 11.8% against a Shun on other counts.

How is this tested?

backdash into backward movement35612.4%
backdash into guardG33111.6%
backdash into crouch30710.7%
forward movement into backdash2057.2%
forward dash into backdash1234.3%
crouch into Sit Jab2P983.4%
backdash into punchP802.8%
punchP into Jab StraightPP762.6%
evade down into backdash722.5%
forward dash into guardG541.9%
punchP into kickK511.8%
punchP into forward movement471.6%
backdash into Destruction Body3P+K451.6%
backdash into Jackal Straight46P+K431.5%
punchP into crouch431.5%

223 further openings account for the other 935 rounds.

Counted from 722 of the 849 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
Akira24–30 · 44%19–26 · 42%+8.7
Sarah17–13 · 57%17–12 · 59%too few to test
Pai12–22 · 35%11–10 · 52%too few to test
Jacky11–24 · 31%4–13 · 24%too few to test
Lion10–22 · 31%11–6 · 65%too few to test
Aoi18–25 · 42%3–9 · 25%too few to test
Jeffry17–20 · 46%2–4 · 33%too few to test
Shun11–14 · 44%8–12 · 40%too few to test
Goh4–8 · 33%2–12 · 14%too few to test
Wolf3–18 · 14%3–8 · 27%too few to test
Lau6–16 · 27%0–0 · —too few to test
Kage8–13 · 38%1–4 · 20%too few to test
Taka6–13 · 32%0–2 · 0%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

127 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?

Sarah

Career
93–155 · 37.5%
This season
130 matches · 36.9%
Peak rank
21

First hit in 62.6% of 522 rounds. Won 42.5% of the rounds they struck first, 41.5% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 58.5% of rounds, against 37.2% in their other rounds.
  • After winning a round: attacks straight away in 41.1% of rounds, against 13.2% after losing one.
  • When ahead: attacks straight away in 43.7% of rounds, against 12.4% when level or behind.
  • In round 1: opens with “backdash into crouch” in 11.5% of rounds, against 3.2% in their other rounds.
  • After losing a round: opens with “backdash into G guard” in 12.3% of rounds, against 3.4% after winning one.

How is this tested?

backdash into guardG468.6%
forward movement into backdash468.6%
backdash into backward movement448.3%
backdash into crouch285.2%
punchP into Jab StraightPP163.0%
crouch into Leg Slicer2K+G142.6%
evade down into backdash142.6%
Rising Elbow6P into Double Joint Butt6PK122.2%
kickK into forward dash122.2%
backdash into evade down101.9%
forward dash into backdash91.7%
Rising Elbow6P into Elbow Side Chop6PP81.5%
Switch Kick4K71.3%
backdash into Crescent Heel4K+G71.3%
backdash into forward dash71.3%

133 further openings account for the other 253 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Sarah4–10 · 29%1–4 · 20%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?

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: 11 of 18 tests hold up
  • Sarah: 5 of 14 tests hold up