VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

JISERU

Career matches7,631
Career win rate49.0%
Round win rate49.7%
Peak rank31
Distinct opponents169
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1589 #1,417 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

Brad316,6493,2183,43148.4%
Vanessa—98252445853.4%

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

429 of 1,685 rounds counted

6.6 inputs a second (396 a minute) this season. Faster than 34% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad6.6396429

By opponent's character

Akira6.941478
Wolf6.941340
Jacky6.841135
Shun6.338036
Jean6.337625
Jeffry6.639433
Aoi6.136537
Lion6.438218
Kage6.941423
El Blaze5.83505
Sarah6.53939
Vanessa6.438714
Lau6.840520
Brad7.04229
Pai6.639828
Goh6.73998
Lei Fei6.03607
Taka5.93534

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

Akira60283246.7%-4.4
Wolf43251858.1%+11.5
Jacky42251759.5%+9.6
Shun31211067.7%+17.2
Jean28151353.6%+5.7
Jeffry28111739.3%-9.4
Aoi23121152.2%+1.7
Lion22121054.5%+8.3
Kage1881044.4%-1.9
El Blaze1731417.6%-25.5
Sarah1761135.3%-16.6
Vanessa179852.9%+6.4
Lau167943.8%+3.9
Brad1541126.7%-24.1
Pai148657.1%+6.8
Goh114736.4%-6.2
Lei Fei105550.0%-1.3
Eileen4040.0%-50.6
Taka2020.0%-48.5

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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 Half Fence64333151.6%+6.2
Octagon58292950.0%+2.2
Half Fence46222447.8%-5.4
Single Wall44192543.2%-8.6
Full Fence41221953.7%+5.4
Rectangle40211952.5%+5.0
Breakable Full Fence37172046.0%-2.8
Open37142337.8%-14.1
Low Fence26161061.5%+20.8
Full Fence and Open95455.6%+9.9

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls28650.3%48.6%+1.8
No walls10745.8%48.7%-2.9

Walls against open: +4.6 points (95% range -8.7 to +18.0), p 0.496 — 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

ジョイソル (Rank 32)2026/06/0953260.0%
MikuMartineau (Rank 32)2026/06/071412285.7%
marir1115 (Rank 32)2026/06/0653260.0%
gairoku88 (Rank 30)2026/06/0642250.0%
鳩男 (Rank 30)2026/06/0473442.9%
F (Rank 29)2026/06/0474357.1%
fazz00r (Rank 27)2026/06/0254180.0%
黒シャツ (Rank 28)2026/05/3175271.4%
けいすけ新宿 (Rank 32)2026/05/3172528.6%
ちょいそる (Rank 30)2026/05/2541325.0%
yas_md (Rank 32)2026/05/2475271.4%
太鼓の別人/TaikoStrike (Rank 30)2026/05/1743175.0%
nikuzuki (Rank 27)2026/05/1764266.7%
ガンオンやりたひ (Rank 32)2026/05/1353260.0%
pinturicchio (Rank 30)2026/05/1341325.0%
入れ込むかもしれない (Rank 26)2026/05/1164266.7%
躑躅 (Rank 31)2026/05/0652340.0%
賛美歌13番 (Rank 26)2026/04/2353260.0%
NEKOz (Rank 25)2026/04/1943175.0%
syounai (Rank 27)2026/04/1642250.0%
manao_0609 (Rank 27)2026/04/1641325.0%
熟女♡ベネッサ (Rank 26)2026/04/0443175.0%
たわばTAWABA (Rank 28)2026/04/0341325.0%
moksa (Rank 28)2026/03/2941325.0%
あつあげ (Rank 29)2026/03/274040.0%

Round openings

Brad

Career
3,218–3,431 · 48.4%
This season
418 matches · 48.6%
Peak rank
31

First hit in 40.5% of 1,675 rounds. Won 52.5% of the rounds they struck first, 47.8% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 56.9% of rounds, against 34.1% in their other rounds.
  • Against Lion: waits first in 14.1% of rounds, against 3.7% against everyone else.
  • On Rectangle stages: backs off first in 29.9% of rounds, against 12.0% on the other stages.
  • After losing a round: moves in first in 57.8% of rounds, against 23.9% after winning one.
  • When behind: moves in first in 56.4% of rounds, against 29.6% when ahead or level.
  • In round 1: opens with “66K Middle Spin Kick” in 12.4% of rounds, against 5.2% in their other rounds.
  • Against Pai: opens with “1P Sharp Shoot” in 14.8% of rounds, against 4.1% against everyone else.
  • On Rectangle stages: opens with “backdash into 4K Stop Kick” in 26.3% of rounds, against 5.0% on the other stages.
  • After losing a round: opens with “forward dash into G guard” in 23.9% of rounds, against 6.6% after winning one.
  • When behind: opens with “forward dash into G guard” in 22.5% of rounds, against 10.4% when ahead or level.

How is this tested?

forward dash into guardG22013.0%
backdash into Stop Kick4K1237.3%
Middle Spin Kick66K1187.0%
punchP into Jab StraightPP845.0%
Sharp Shoot1P774.6%
forward movement into punchP593.5%
Ducking6P+K+G into Crush Knee KickK+G573.4%
Sway Back4P+K+G into Mighty Knee UpperK523.1%
guardG482.8%
punchP into forward movement482.8%
forward movement into Rapid Double JabP+K412.4%
forward dash into Sharp Shoot1P382.2%
offensive move321.9%
backdash into Sway Back4P+K+G251.5%
Ducking6P+K+G into Sting BlowP+K241.4%

176 further openings account for the other 644 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira16–15 · 52%10–14 · 42%too few to test
Wolf19–10 · 66%6–7 · 46%too few to test
Jacky19–15 · 56%6–2 · 75%too few to test
Shun16–7 · 70%5–2 · 71%too few to test
Jean12–7 · 63%2–5 · 29%too few to test
Jeffry5–12 · 29%4–3 · 57%too few to test
Aoi8–6 · 57%3–4 · 43%too few to test
Lion10–9 · 53%1–1 · 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.

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 (15 here; about 0.8 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: 10 of 15 tests hold up