VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

fazz00r

Career matches22,553
Career win rate48.3%
Round win rate48.9%
Peak rank30
Distinct opponents712
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1547 #1,687 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

Aoi3022,55310,89511,65848.3%

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

6,931 of 9,206 rounds counted

7.8 inputs a second (468 a minute) this season. Faster than 67% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi7.84686,931

By opponent's character

Akira8.1487857
Jacky8.0478607
Pai8.0483568
Wolf7.6455605
Lion7.5451482
Shun7.8465499
Aoi7.6456427
Goh7.7461359
Sarah7.8465380
Jeffry7.7464327
Kage7.9476270
El Blaze7.6458233
Jean7.6454248
Lau8.0480226
Taka7.7464231
Brad7.9475195
Vanessa7.5453135
Eileen7.545395
Lei Fei8.1488150
Dural8.047837

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

Akira25911414544.0%-5.8
Jacky21510211347.4%-0.6
Pai181909149.7%+1.5
Wolf175908551.4%+5.0
Lion163739044.8%-6.3
Shun151737848.3%+0.3
Aoi145816455.9%+3.6
Goh126695754.8%+7.4
Sarah122507241.0%-5.9
Jeffry119516842.9%-7.9
Kage94464848.9%+3.2
El Blaze85325337.6%-7.8
Jean85523361.2%+18.5
Lau80285235.0%-12.9
Taka68363252.9%+6.0
Brad65323349.2%+3.6
Vanessa49301961.2%+12.2
Eileen42182442.9%-0.7
Lei Fei40231757.5%+8.2
Dural1551033.3%-11.3

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Open26513213349.8%+2.2
Half Fence25511314244.3%-3.7
Full Fence24011612448.3%+1.2
Rectangle23210712546.1%-1.7
Breakable Full Fence21910711248.9%-0.0
Low Fence21310211147.9%+0.6
Breakable Half Fence2099911047.4%-2.9
Octagon20310110249.8%+1.5
Single Wall187969151.3%+3.2
Full Fence and Open128616747.7%+0.3

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
Walls1,35847.3%48.2%-0.9
No walls66549.6%47.9%+1.8

Walls against open: -2.7 points (95% range -7.3 to +2.0), p 0.264 — 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

nyu_necoginjo (Rank 27)2026/10/1439261366.7%
なっちゃんねる (Rank 26)2026/10/142114766.7%
NEKOz (Rank 28)2026/10/13118372.7%
temp002 (Rank 30)2026/10/132171433.3%
Leaping-Lizzy11 (Rank 28)2026/10/131410471.4%
下P撃ち過ぎですか!? (Rank 27)2026/10/13128466.7%
pri3_jpn (Rank 26)2026/10/062071335.0%
hexa-RAh (Rank 26)2026/10/041711664.7%
midori6127 (Rank 30)2026/10/04135838.5%
koiketyan (Rank 27)2026/10/04136746.1%
CELIS (Rank 28)2026/10/03124833.3%
え~る (Rank 28)2026/09/30115645.5%
兀庵☆ (Rank 32)2026/09/28117463.6%
BANANA (Rank 29)2026/09/2722101245.5%
spacejamplus (Rank 27)2026/09/22158753.3%
misoazy (Rank 29)2026/09/22156940.0%
arafif-50 (Rank 26)2026/09/152882028.6%
Shurkn-_-pap03 (Rank 26)2026/09/15126650.0%
雷電 (Rank 30)2026/09/101651131.2%
ma_hime1007 (Rank 32)2026/09/03115645.5%
オージ (Rank 27)2026/08/30147750.0%
HIROCHILL (Rank 30)2026/08/301611568.8%
laga1007 (Rank 30)2026/08/28134930.8%
TakuAnn (Rank 24)2026/06/11137653.9%
zebra_aria (Rank 25)2026/05/29116554.5%

Round openings

Aoi

Career
10,895–11,658 · 48.3%
This season
2,279 matches · 48.0%
Peak rank
30

First hit in 48.8% of 8,822 rounds. Won 50.8% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: evades first in 16.6% of rounds, against 9.7% in their other rounds.
  • Against Pai: evades first in 21.6% of rounds, against 10.6% against everyone else.
  • After opening the round before by evading: evades first in 19.9% of rounds, against 13.3% after anything else.
  • After losing a round: attacks straight away in 74.9% of rounds, against 68.2% after winning one.
  • When behind: attacks straight away in 76.3% of rounds, against 69.9% when ahead or level.
  • In round 1: opens with “P+K+G Tenchi In'you” in 19.7% of rounds, against 6.7% in their other rounds.
  • Against Pai: opens with “evade up into forward dash” in 11.7% of rounds, against 5.1% against everyone else.
  • After opening the round before with “2KP Kasuminagi into 2KPP Kasumi Renshou”: opens with “2KP Kasuminagi into 2KPP Kasumi Renshou” in 19.3% of rounds, against 13.0% after anything else.
  • After the opponent opened the round before with “backdash into evade down”: opens with “K kick into KK Chienami” in 11.0% of rounds, against 4.2% after anything else.
  • After losing a round: opens with “2KP Kasuminagi into 2KPP Kasumi Renshou” in 20.4% of rounds, against 6.9% after winning one.
  • When behind: opens with “2KP Kasuminagi into 2KPP Kasumi Renshou” in 19.6% of rounds, against 10.0% when ahead or level.

How is this tested?

Kasuminagi2KP into Kasumi Renshou2KPP1,12612.6%
Tenchi In'youP+K+G8849.9%
evade up into forward dash5055.7%
NirentotsuPP into Nirentotsu OuchuPPP3513.9%
kickK into ChienamiKK3343.8%
crouch into Gedan Shouda2P3223.6%
Raijinha6K into Kumogeri6KK2863.2%
Ryoushi43P2322.6%
Sou'unha66K into Raijinha6K2202.5%
Kamageri4K2092.4%
throw escape2062.3%
Sayo'arashiP+K into ChienamiKK2052.3%
Sayo'arashiP+K into kickK1932.2%
crouch into Maegeri3K1832.0%
Kasumigeri2K into Kasuminagi2KP1341.5%

350 further openings account for the other 3,519 rounds.

Counted from 2,200 of the 2,279 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
Akira65–98 · 40%29–28 · 51%-9.8
Jacky53–58 · 48%31–30 · 51%-2.5
Pai42–57 · 42%35–25 · 58%-18.6
Wolf43–44 · 49%30–31 · 49%+2.3
Lion42–54 · 44%17–26 · 40%+6.2
Shun43–40 · 52%21–31 · 40%+7.5
Aoi54–40 · 57%19–13 · 59%-6.2
Goh36–34 · 51%22–18 · 55%-5.3
Jeffry33–40 · 45%14–15 · 48%too few to test
Sarah27–44 · 38%15–18 · 45%-3.7
Kage23–27 · 46%14–11 · 56%too few to test
Jean33–16 · 67%14–10 · 58%too few to test
El Blaze11–30 · 27%15–18 · 45%-12.3
Lau12–26 · 32%11–19 · 37%-7.5
Brad22–19 · 54%8–12 · 40%too few to test
Taka25–12 · 68%2–8 · 20%too few to test
Vanessa18–14 · 56%9–4 · 69%too few to test
Eileen11–18 · 38%7–5 · 58%too few to test
Lei Fei17–15 · 53%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.

79 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