VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

お嬢

Career matches1,246
Career win rate50.2%
Round win rate48.8%
Peak rank33
Distinct opponents97
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1606 #1,307 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

Aoi331,24662562150.2%

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

888 of 888 rounds counted

6.5 inputs a second (390 a minute) this season. Faster than 31% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.5390888

By opponent's character

Akira6.5390184
Wolf6.3376106
Jacky6.438591
Jean6.539088
Lei Fei6.639643
Shun6.840944
Aoi6.539242
Goh6.237240
Lion6.941438
Pai6.538742
Brad7.042030
El Blaze6.538928
Jeffry6.639320
Sarah6.438626
Kage6.740316
Lau5.935617
Eileen6.639712
Taka7.242913
Dural6.53894
Vanessa6.33784

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

Akira47242351.1%+1.8
Wolf26131350.0%+1.1
Jacky23121152.2%+11.5
Jean2091145.0%-4.3
Lei Fei112918.2%-27.1
Shun115645.5%-7.5
Aoi105550.0%-0.7
Goh102820.0%-33.5
Lion94544.4%-3.2
Pai96366.7%+16.9
Brad75271.4%+13.8
El Blaze72528.6%-18.8
Jeffry65183.3%+28.0
Sarah62433.3%-14.2
Kage43175.0%+25.1
Lau43175.0%+17.5
Eileen330100.0%+48.7
Taka32166.7%+17.2
Dural1010.0%-48.9
Vanessa1010.0%-40.0

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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 Full Fence31171454.8%+8.3
Low Fence31161551.6%+2.6
Breakable Half Fence2415962.5%+17.9
Rectangle23131056.5%+1.1
Open2261627.3%-26.3
Single Wall2151623.8%-27.3
Half Fence2012860.0%+13.8
Full Fence167943.8%-3.0
Octagon138561.5%+12.9
Full Fence and Open105550.0%+4.9

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls12756.7%48.9%+7.8
No walls7436.5%49.6%-13.1

Walls against open: +20.9 points (95% range +6.8 to +35.0), p 0.004 — a difference this size is unlikely to be chance.

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

Soushu (Rank 30)2026/10/1832166.7%
buenosuzonde865 (Rank 30)2026/10/18330100.0%
syro_u473t8-e (Rank 29)2026/10/1853260.0%
VanWinkle (Rank 34)2026/10/1831233.3%
juste (Rank 32)2026/10/1631233.3%
Zenpro-052 (Rank 32)2026/10/1651420.0%
さとやんJ (Rank 35)2026/10/1631233.3%
beebeeBB (Rank 29)2026/10/1563350.0%
pekopekopompom (Rank 31)2026/10/1562433.3%
ZANNEN-TAKUHAN (Rank 31)2026/10/13330100.0%
【降格】山盛り (Rank 30)2026/10/1042250.0%
xXsoul-childXx (Rank 30)2026/10/1053260.0%
Jacky_Chan (Rank 29)2026/10/1032166.7%
asari0727 (Rank 30)2026/10/0932166.7%
LEO (Rank 30)2026/10/0942250.0%
crazy7infinty (Rank 28)2026/10/0932166.7%
Otis04 (Rank 29)2026/09/2942250.0%
ps-splitsecond (Rank 31)2026/09/2695455.6%
bh_iflg (Rank 33)2026/09/2631233.3%
B.S.R-JP (Rank 29)2026/09/2231233.3%
XXX (Rank 30)2026/08/2931233.3%
skyward_wildcat4 (Rank 32)2026/07/1331233.3%
CELIS (Rank 28)2026/06/0931233.3%
ルドルフ (Rank 31)2026/05/2031233.3%
shogun-iwaki (Rank 30)2026/05/1931233.3%

Round openings

Aoi

Career
625–621 · 50.2%
This season
218 matches · 49.1%
Peak rank
33

First hit in 52.4% of 357 rounds. Won 52.4% of the rounds they struck first, 40.6% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

forward movement into punchP9225.7%
backdash into evade up3910.9%
backdash into guardG339.2%
backdash into Sodeshinken33P+K154.2%
Inshou43P+K143.9%
backdash into Maegeri3K123.4%
backdash into Hou'oushu3P92.5%
crouch dash forward into Hou'oushu3P82.2%
backdash into Sou'unha66K72.0%
forward dash into evade up61.7%
Ouda6P+K into Oushu Hiji'ate6P+KP41.1%
backdash into Shinchuzuki (Deflect)236P+K41.1%
backward movement into evade up41.1%
forward dash into guardG41.1%
forward dash into throwP+G41.1%

76 further openings account for the other 103 rounds.

Counted from 88 of the 218 matches played. The rest were not pulled for openings.

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).

Tests behind each character's list

  • Aoi: 0 of 15 tests hold up