VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

Pyro

Career matches3,278
Career win rate52.0%
Round win rate50.2%
Peak rank38
Distinct opponents239
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1782 #438 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

Aoi383,2781,7051,57352.0%

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

2,462 of 2,957 rounds counted

6.2 inputs a second (375 a minute) this season. Faster than 24% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.23752,462

By opponent's character

Jacky6.5387397
Akira6.2372302
Lion6.0360218
Shun6.2373199
Brad6.2374176
Jeffry6.3381139
Kage6.2372141
Lau6.3378129
El Blaze5.935577
Pai6.2373124
Wolf6.338088
Sarah6.237375
Aoi6.136990
Lei Fei6.237467
Vanessa6.438675
Jean6.539265
Goh6.237055
Dural6.035811
Taka5.835028
Eileen6.33806

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

Jacky107664161.7%+15.5
Akira81384346.9%-6.2
Lion65283743.1%-2.9
Shun56203635.7%-10.5
Brad46291763.0%+17.0
Jeffry46262056.5%+2.2
Kage44232152.3%+1.3
Lau40231757.5%+5.4
El Blaze36142238.9%-15.2
Pai34132138.2%-13.4
Wolf33141942.4%-11.7
Sarah26141253.9%+5.7
Aoi2516964.0%+13.1
Lei Fei2371630.4%-18.5
Vanessa21101147.6%-5.5
Jean179852.9%+7.6
Goh148657.1%+6.2
Dural71614.3%-27.4
Taka73442.9%-9.1
Eileen220100.0%+38.4

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 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

Low Fence86394745.4%-3.5
Rectangle86464053.5%+5.8
Octagon80364445.0%-4.0
Single Wall76443257.9%+8.7
Open75433257.3%+6.1
Breakable Half Fence72363650.0%-3.4
Breakable Full Fence69363352.2%+1.8
Full Fence68303844.1%-7.3
Half Fence61273444.3%-8.1
Full Fence and Open30141646.7%-1.1

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
Walls43648.4%50.3%-1.9
No walls23753.2%50.0%+3.1

Walls against open: -5.1 points (95% range -13.4 to +3.2), p 0.232 — 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

たあぼさん (Rank 36)2026/10/16138561.5%
★闘将拉麵男★ (Rank 39)2026/10/15138561.5%
俺様バーンズ (Rank 38)2026/10/1564266.7%
ken1chin (Rank 39)2026/10/15145935.7%
marchan-87 (Rank 37)2026/10/1496366.7%
ぱりぱり (Rank 40)2026/10/14104640.0%
hikabun (Rank 36)2026/10/1473442.9%
ぶーん (Rank 34)2026/10/141110190.9%
banjar (Rank 38)2026/10/146060.0%
ヘニオ (Rank 34)2026/09/15105550.0%
ruicchi-1119 (Rank 39)2026/09/1571614.3%
ankocat2 (Rank 38)2026/09/09124833.3%
ジークリオン (Rank 36)2026/08/2461516.7%
ふぇに (Rank 35)2026/08/241310376.9%
crazy_brat_girl (Rank 36)2026/08/2473442.9%
NORESPECT (Rank 34)2026/08/2185362.5%
へっぽこラウ (Rank 36)2026/07/21105550.0%
CLEARCARE (Rank 41)2026/07/20103730.0%
azn3_ayapin (Rank 36)2026/07/20125741.7%
フルレバ (Rank 37)2026/06/1186275.0%
interceptor (Rank 39)2026/06/1084450.0%
Vgyjyrdgjk (Rank 35)2026/06/087070.0%
ぁ     やごろ (Rank 35)2026/06/086060.0%
ダンシングまるこ (Rank 38)2026/06/0771614.3%
太鼓の別人/TaikoStrike (Rank 33)2026/04/2063350.0%

Round openings

Aoi

Career
1,705–1,573 · 52.0%
This season
730 matches · 49.9%
Peak rank
38

First hit in 53.2% of 2,515 rounds. Won 51.5% of the rounds they struck first, 47.5% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 46.0% of rounds, against 37.4% in their other rounds.
  • Against Shun: waits first in 46.4% of rounds, against 10.6% against everyone else.
  • On Full Fence stages: evades first in 5.4% of rounds, against 1.8% on the other stages.
  • After opening the round before by waiting: waits first in 33.1% of rounds, against 11.7% after anything else.
  • After winning a round: moves in first in 8.5% of rounds, against 2.4% after losing one.
  • In round 1: opens with “backdash into evade down” in 17.0% of rounds, against 11.0% in their other rounds.
  • Against Shun: opens with “G guard into throw escape” in 33.3% of rounds, against 7.4% against everyone else.
  • On Low Fence stages: opens with “backdash into evade down” in 19.5% of rounds, against 11.6% on the other stages.
  • After opening the round before with “G guard into throw escape”: opens with “G guard into throw escape” in 24.9% of rounds, against 8.9% after anything else.
  • After losing a round: opens with “2K+G Kusanagi” in 14.9% of rounds, against 6.2% after winning one.
  • When behind: opens with “2K+G Kusanagi” in 13.5% of rounds, against 8.2% when ahead or level.

How is this tested?

backdash into evade down31512.5%
Kusanagi2K+G25710.2%
guardG into throw escape2319.2%
Gedan Shouda2P1807.1%
punchP1726.8%
backdash into throw escape1596.3%
forward movement into punchP923.6%
backdash into throwP+G913.6%
backdash into Kasuminagi2KP722.9%
Ouda6P+K into Oushu Hiji'ate6P+KP542.1%
Hou'oushu3P532.1%
backward movement into Hou'oushu3P532.1%
crouch dash back into Hou'oushu3P401.6%
Hou'oushu3P into guardG351.4%
Ouda6P+K271.1%

149 further openings account for the other 693 rounds.

Counted from 619 of the 730 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky28–18 · 61%18–14 · 56%+1.9
Akira23–31 · 43%11–8 · 58%too few to test
Lion13–23 · 36%6–7 · 46%too few to test
Jeffry16–11 · 59%8–8 · 50%too few to test
Brad17–10 · 63%7–2 · 78%too few to test
Shun7–16 · 30%6–10 · 38%too few to test
Lau9–8 · 53%8–5 · 62%too few to test
Wolf6–14 · 30%8–4 · 67%too few to test
El Blaze6–10 · 38%2–6 · 25%too few to test
Kage4–5 · 44%10–11 · 48%too few to test
Sarah13–10 · 57%1–2 · 33%too few to test
Aoi9–4 · 69%3–3 · 50%too few to test
Lei Fei5–12 · 29%0–2 · 0%too few to test
Pai4–8 · 33%3–6 · 33%too few to test
Vanessa5–9 · 36%5–2 · 71%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.

111 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?

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 (18 here; about 0.9 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

  • Aoi: 11 of 18 tests hold up