VirtuAnalytics

Novel Insights Through Data & Analysis

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

Brad

Manao

Career matches2,616
Career win rate46.9%
Round win rate50.0%
Peak rank24
Distinct opponents47
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1402 #2,642 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

Brad242,6161,2281,38846.9%

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

191 of 332 rounds counted

7.9 inputs a second (475 a minute) this season. Faster than 70% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad7.9475191

By opponent's character

Aoi7.846850
Vanessa7.947419
Jacky8.249425
Brad7.645619
Kage8.45035
Pai8.349618
Akira8.24909
Lion7.947419
Goh7.64588
Wolf7.64578
Sarah7.44435
Taka8.14846

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

Aoi178947.1%-2.0
Vanessa105550.0%+0.2
Jacky96366.7%+19.5
Brad63350.0%+1.6
Kage62433.3%-19.3
Pai63350.0%+1.8
Akira52340.0%-2.0
Lion52340.0%-3.3
Goh42250.0%+15.5
Lau32166.7%+5.3
Wolf31233.3%-10.7
Eileen2020.0%-50.8
Jeffry21150.0%+13.5
Sarah2020.0%-53.5
Taka220100.0%+33.4
Jean110100.0%+51.0

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

Low Fence146842.9%-6.0
Open116554.5%+8.5
Breakable Half Fence104640.0%-9.1
Full Fence104640.0%-10.6
Octagon104640.0%-4.1
Single Wall74357.1%-2.7
Half Fence63350.0%-4.6
Rectangle53260.0%+20.6
Breakable Full Fence32166.7%+13.2
Full Fence and Open3030.0%-35.8

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
Walls4445.5%47.7%-2.3
No walls3250.0%50.2%-0.2

Walls against open: -2.1 points (95% range -24.1 to +20.0), p 0.853 — 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

まろんた (Rank 24)2026/05/2221150.0%
king3275junghwan (Rank 23)2026/05/22220100.0%
hs72kim (Rank 24)2026/05/2221150.0%
龍仙人【鬼手仏心】 (Rank 27)2026/05/222020.0%
TakuAnn (Rank 24)2026/05/2232166.7%
Multipla (Rank 21)2026/05/21220100.0%
hayasano1226 (Rank 23)2026/05/2121150.0%
nidone_55 (Rank 25)2026/05/2131233.3%
runestone9774 (Rank 24)2026/05/2142250.0%
Jack (Rank 26)2026/05/2051420.0%
asahijacky (Rank 24)2026/05/2032166.7%
しぐりこ (Rank 25)2026/05/202020.0%
nanoka-222 (Rank 24)2026/05/1931233.3%
GWO (Rank 24)2026/05/192020.0%
カプリッチョ (Rank 25)2026/05/1721150.0%
たけし (Rank 22)2026/05/173030.0%
naowai (Rank 21)2026/05/07220100.0%
かつや (Rank 21)2026/05/07330100.0%
pariyo (Rank 24)2026/05/04330100.0%
nightfly1028 (Rank 21)2026/05/04220100.0%
なお (Rank 26)2026/05/042020.0%
fazz00r (Rank 26)2026/04/19220100.0%
shiphon74 (Rank 24)2026/04/192020.0%
まどか (Rank 20)2026/04/17110100.0%
moroQamazingdelicious (Rank 26)2026/04/1621150.0%

Round openings

Brad

Career
1,228–1,388 · 46.9%
This season
83 matches · 48.2%
Peak rank
24

First hit in 57.2% of 332 rounds. Won 56.3% of the rounds they struck first, 41.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

crouch into Sharp Shoot1P4212.7%
Sway Back4P+K+G into Mighty Knee UpperK257.5%
Elbow Hook6P247.2%
backdash into Destruction Body3P+K195.7%
throwP+G into Stop Kick4K144.2%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK123.6%
Elbow Hook6P into forward movement103.0%
High Spin KickK+G92.7%
Elbow Hook6P into Shovel Hook2P+K82.4%
Ten Kao6K82.4%
guardG82.4%
forward movement into kickK72.1%
punchP into Jab StraightPP72.1%
Elbow Hook6P into Sawk Klab6P+K61.8%
backdash61.8%

73 further openings account for the other 127 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 (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