VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

sya-uto

  • Jeffry
  • Shun
Career matches2,093
Career win rate52.9%
Round win rate52.3%
Peak rank28
Distinct opponents44
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1541 #1,733 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

Brad281,15760355452.1%
Jeffry2761130830350.4%
Shun2829017611460.7%
El Blaze—35201557.1%

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

472 of 497 rounds counted

8.4 inputs a second (504 a minute) this season. Faster than 78% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad8.5512237
Jeffry8.0480179
Shun9.154656

By opponent's character

Jacky8.4506116
Jeffry8.248962
Wolf8.550859
Jean8.752448
Akira7.746129
Brad8.249232
Goh9.154726
Sarah8.249028
Kage8.048023
Pai7.54487
Lau9.859013
Dural8.85268
Lei Fei9.75806
Taka9.154510
Lion7.24305

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

Jacky32191359.4%+3.1
Jeffry156940.0%-22.5
Wolf149564.3%+5.0
Jean127558.3%+6.8
Akira86275.0%+13.1
Brad84450.0%+0.4
Goh74357.1%-3.8
Sarah74357.1%-2.5
Kage62433.3%-13.1
Pai42250.0%-1.9
Lau32166.7%+8.3
Dural2020.0%-14.1
Lei Fei220100.0%+24.2
Taka220100.0%+18.1
Lion110100.0%+29.3

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

Full Fence and Open146842.9%-4.1
Low Fence148657.1%-2.0
Rectangle148657.1%+3.5
Half Fence136746.1%-13.7
Single Wall1311284.6%+29.5
Open126650.0%-7.3
Breakable Full Fence95455.6%-0.1
Breakable Half Fence96366.7%+2.2
Octagon93633.3%-20.4
Full Fence85362.5%-4.0

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
Walls6253.2%58.0%-4.8
No walls3964.1%58.0%+6.1

Walls against open: -10.9 points (95% range -33.0 to +11.2), p 0.332 — 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

orz (Rank 29)2026/10/1542250.0%
manekinecogames (Rank 25)2026/10/1131233.3%
スタンプジャンパー (Rank 23)2026/10/02220100.0%
r1s1d8 (Rank 28)2026/10/0232166.7%
超煌神 (Rank 30)2026/09/0232166.7%
NORESPECT (Rank 28)2026/08/2931233.3%
gimoring (Rank 26)2026/08/2932166.7%
nourusu (Rank 28)2026/07/2831233.3%
μ (Rank 25)2026/07/2853260.0%
imhanzo (Rank 27)2026/07/2364266.7%
AGジャッキー (Rank 26)2026/07/0476185.7%
xXsoul-childXx (Rank 28)2026/06/181813572.2%
なつ (Rank 31)2026/06/18220100.0%
Penoco (Rank 24)2026/06/09220100.0%
La@Stea☆ (Rank 26)2026/06/0932166.7%
タイヨウ (Rank 28)2026/06/0631233.3%
manao_0609 (Rank 28)2026/06/0631233.3%
Multipla (Rank 26)2026/06/04220100.0%
音の勢-リック (Rank 27)2026/05/3132166.7%
kaiji256 (Rank 25)2026/05/3032166.7%
無槪念野獸/무개념야수 (Rank 24)2026/05/302020.0%
관절보궁 (Rank 26)2026/05/2832166.7%
interceptor (Rank 41)2026/05/272020.0%
twinsshine (Rank 26)2026/05/14220100.0%
エルグランド (Rank 29)2026/05/144040.0%

Round openings

Every character

Jolt Upper3P into Jolt Upper~Spin Kick3PK418.7%
punchP into kickK194.0%
Dtee Sawk Dtrohng4P+K183.8%
backdash into Head Attack46P+K143.0%
Jolt Upper3P into Jolt Double Shot3PP+K132.8%
guardG into evade down122.5%
backdash into Sway Back4P+K+G102.1%
guardG102.1%
backdash into Stop Kick4K91.9%
punchP into Jab StraightPP91.9%
Ducking6P+K+G into Crush Knee KickK+G81.7%
Low Knuckle2P71.5%
Rensai Gakushu46PP into Rengeki Gakushu46PPP71.5%
Gyou'in Haishu3P61.3%
punchP into Knuckle KickPK61.3%

178 further openings account for the other 284 rounds.

Counted from 117 of the 123 matches played. The rest were not pulled for openings.

Brad

Career
603–554 · 52.1%
This season
60 matches · 56.7%
Peak rank
28

First hit in 51.8% of 245 rounds. Won 55.9% of the rounds they struck first, 43.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jolt Upper3P into Jolt Upper~Spin Kick3PK4116.7%
Dtee Sawk Dtrohng4P+K187.3%
Jolt Upper3P into Jolt Double Shot3PP+K135.3%
backdash into Sway Back4P+K+G104.1%
backdash into Stop Kick4K93.7%
punchP into Jab StraightPP93.7%
Ducking6P+K+G into Crush Knee KickK+G83.2%
guardG62.4%
guardG into evade down62.4%
Jackal Straight46P+K52.0%
Rapid Double JabP+K52.0%
Sit Jab2P52.0%
punchP into Jab~High KickPK52.0%
Sit Jab2P into Middle Kick3K41.6%
Sway Back4P+K+G into BreakdownP+K41.6%

65 further openings account for the other 98 rounds.

Counted from 58 of the 60 matches played. The rest were not pulled for openings.

Jeffry

Career
308–303 · 50.4%
This season
48 matches · 52.1%
Peak rank
27

First hit in 60.0% of 170 rounds. Won 52.9% of the rounds they struck first, 47.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into kickK179.9%
backdash into Head Attack46P+K148.2%
Low Knuckle2P74.1%
punchP into Knuckle KickPK63.5%
Middle Hell Stab6P+K42.3%
crouch dash forward into throwP+G42.3%
guardG into evade down42.3%
Body CrushP+K31.8%
backdash into Megaton Knuckle43P+K31.8%
guardG into Low Knuckle2P31.8%
guardG into Side Kick3K31.8%
guardG into Toe Kick2K31.8%
punchP into Double KnucklePP31.8%
Double KnucklePP into Double Knuckle~UpperPPP21.2%
Elbow Butt6P into Elbow Hammer6PP21.2%

74 further openings account for the other 93 rounds.

Counted from 44 of the 48 matches played. The rest were not pulled for openings.

Shun

Career
176–114 · 60.7%
This season
15 matches · 73.3%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rensai Gakushu46PP into Rengeki Gakushu46PPP712.5%
Gyou'in Haishu3P610.7%
Gyou'in Haishu3P into punchP35.4%
Shoushi Outeki1P+K35.4%
backdash into Dokuritsu Kanpai46P+K35.4%
Gyou'in Haishu3P into RengekiPP23.6%
forward dash into Tenshin Souchushou6P+K23.6%
guardG23.6%
guardG into Haisenchu1P23.6%
guardG into evade down23.6%
Dokuritsu Kanpai46P+K11.8%
Gyou'in Haishu3P into Fukuchougeki2P11.8%
Gyou'in Haishu3P into Tenshin Benshu4P+K11.8%
Haisenchu1P into Haisenchu Kaikakyaku1PK11.8%
Kasen Chugeki6P into Kasen Zenbokushou6PP11.8%

19 further openings account for the other 19 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Brad: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Shun: not tested (too few rounds)