VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Aoi

ちゃいなさん

  • Kage
  • Wolf
  • Vanessa
  • Sarah
  • Shun
Career matches671
Career win rate58.4%
Round win rate51.3%
Peak rank33
Distinct opponents92
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1501 #2,015 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

Aoi3348930518462.4%
Kage27108575152.8%
Wolf2631102132.3%
Vanessa261810855.6%
Sarah26148657.1%
Shun26112918.2%

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

941 of 941 rounds counted

6.7 inputs a second (400 a minute) this season. Faster than 36% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.8409560
Kage6.4386210
Wolf6.639567
Vanessa6.538753
Sarah6.438240
Shun6.840611

By opponent's character

Wolf6.6397139
Jacky6.7404124
Goh6.539289
Shun6.639883
Kage6.740464
Aoi7.142856
Akira6.740046
Jeffry6.237350
Lion6.840747
Eileen7.041738
Jean6.840540
Sarah6.338131
Lau6.941332
Pai6.639830
Vanessa6.438427
Brad6.740115
El Blaze6.840818
Taka6.23718
Lei Fei7.04204

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

Wolf35132237.1%-14.7
Jacky31181358.1%+4.7
Goh2081240.0%-10.7
Shun2013765.0%+9.9
Kage169756.2%+1.6
Aoi159660.0%+10.8
Akira126650.0%+2.1
Jeffry123925.0%-19.0
Lion127558.3%+10.0
Eileen94544.4%-8.0
Jean97277.8%+16.3
Sarah96366.7%+10.9
Lau84450.0%-1.5
Pai72528.6%-29.1
Vanessa74357.1%+13.2
Brad42250.0%+4.1
El Blaze42250.0%+8.7
Taka220100.0%+39.2
Lei Fei110100.0%+56.3

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.

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 Fence38201852.6%+4.4
Half Fence32161650.0%-2.0
Single Wall28171160.7%+1.6
Open24101441.7%-5.7
Octagon23111247.8%-3.4
Rectangle2191242.9%-5.2
Low Fence1810855.6%+1.2
Full Fence and Open168850.0%-1.7
Breakable Full Fence136746.1%-7.5
Full Fence138561.5%+13.6

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
Walls14050.0%50.1%-0.1
No walls7052.9%53.7%-0.9

Walls against open: +0.8 points (95% range -13.5 to +15.2), p 0.911 — 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

aona (Rank 29)2026/10/1531233.3%
neco (Rank 23)2026/10/1332166.7%
$ino (Rank 30)2026/10/12440100.0%
ER_higante (Rank 30)2026/10/1291811.1%
RX-7FD3S-Type-RS (Rank 26)2026/10/1253260.0%
masabon734 (Rank 26)2026/10/1231233.3%
∈挙動不審∋ (Rank 33)2026/10/064040.0%
itikawanaoki (Rank 32)2026/10/0631233.3%
SakuRa (Rank 26)2026/10/0332166.7%
jammy_reed9 (Rank 27)2026/10/0252340.0%
정신건강의학과 (Rank 28)2026/10/0274357.1%
kampfarkz (Rank 27)2026/10/0283537.5%
orz (Rank 27)2026/10/0264266.7%
gans.sk602 (Rank 30)2026/10/0242250.0%
chottodakeyo_ (Rank 27)2026/09/3052340.0%
ドクダミふぇーい// (Rank 29)2026/09/3031233.3%
くまきの (Rank 29)2026/09/30106460.0%
shima---n (Rank 28)2026/09/2865183.3%
nidaimebannai (Rank 35)2026/09/284040.0%
mikichan_213 (Rank 25)2026/09/28330100.0%
kanjuku-oh (Rank 27)2026/09/2731233.3%
ATSHSHI (Rank 32)2026/09/2774357.1%
ねこ吉 (Rank 25)2026/09/2431233.3%
金田一の少年 (Rank 26)2026/09/2232166.7%
ほーげつ (Rank 27)2026/09/2242250.0%

Round openings

Every character

Ouda6P+K into Oushu Hiji'ate6P+KP274.0%
Ryoushi43P263.9%
Chudan Hiji'ate6P243.6%
Tenchi In'youP+K+G182.7%
Sou'unha66K162.4%
crouch into down-back kick1K162.4%
guardG142.1%
Rasen4P121.8%
backward movement into Ryoushi43P111.6%
Hou'oushu3P into guardG81.2%
Kusanagi2K+G into down punch+kick+guard2P+K+G81.2%
Namigaeshi64P+K into Iwaodome64P+KP81.2%
backdash into Soushouda46P+K81.2%
Defensive Style: Back Charge Kick71.0%
Gedan Shouda2P71.0%

258 further openings account for the other 461 rounds.

Counted from 167 of the 233 matches played. The rest were not pulled for openings.

Aoi

Career
305–184 · 62.4%
This season
140 matches · 56.4%
Peak rank
33

First hit in 55.9% of 408 rounds. Won 57.5% of the rounds they struck first, 55.0% of the rounds they were struck first.

Significant Tells

  • Against Jacky: opens with “6P Chudan Hiji'ate” in 21.4% of rounds, against 3.4% against everyone else.

How is this tested?

Ouda6P+K into Oushu Hiji'ate6P+KP276.6%
Ryoushi43P266.3%
Chudan Hiji'ate6P245.8%
Tenchi In'youP+K+G184.4%
Sou'unha66K163.9%
crouch into down-back kick1K163.9%
backward movement into Ryoushi43P112.7%
Hou'oushu3P into guardG81.9%
Kusanagi2K+G into down punch+kick+guard2P+K+G81.9%
Namigaeshi64P+K into Iwaodome64P+KP81.9%
backdash into Soushouda46P+K81.9%
Gedan Shouda2P71.7%
Koromoguruma66P into Chudan Hiji'ate6P71.7%
backdash into Oushu Hiji'ate6P+KP71.7%
backdash into back punch+kick+guard4P+K+G71.7%

112 further openings account for the other 212 rounds.

Counted from 103 of the 140 matches played. The rest were not pulled for openings.

Kage

Career
57–51 · 52.8%
This season
52 matches · 42.3%
Peak rank
27

First hit in 65.4% of 107 rounds. Won 50.0% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rasen4P1211.2%
Hagakure-ryu In Raijingeki46P+K65.6%
Ryubisen44K+G into Gen'you4K+G54.7%
backdash into Gen'you4K+G54.7%
forward movement into Rasen4P54.7%
guardG54.7%
Jizuridan2P43.7%
backward movement into Hagakure-ryu In Raijingeki46P+K43.7%
Rasen4P into kickK32.8%
SouhajinP+K32.8%
Fusenjin3P21.9%
Hiji'uchi6P21.9%
Hiji'uchi6P into crouch21.9%
Jizuridan2P into backdash21.9%
Ryubisen44K+G21.9%

42 further openings account for the other 45 rounds.

Counted from 27 of the 52 matches played. The rest were not pulled for openings.

Wolf

Career
10–21 · 32.3%
This season
16 matches · 37.5%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K58.1%
backdash into Elbow Butt4P46.5%
Low Drop Kick62K34.8%
forward movement into Elbow Butt4P34.8%
guardG34.8%
Comet Hook1P23.2%
Jab StraightPP into One Two UpperPPP23.2%
Low Hammer2P23.2%
Low Hammer2P into forward movement23.2%
Savate4K23.2%
backdash into Short Shoulder46P+K23.2%
evade up into crouch dash forward23.2%
guardG into Gasp Kneel Palm Bomb6P+K23.2%
Comet Hook1P into Knuckle Part1PP11.6%
Comet Hook1P into backdash11.6%

26 further openings account for the other 26 rounds.

Counted from 15 of the 16 matches played. The rest were not pulled for openings.

Vanessa

Career
10–8 · 55.6%
This season
13 matches · 53.9%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Back Charge Kick715.9%
Defensive Style: Shadow Slicer into Cut-in Knee Kick6K36.8%
Defensive Style: punch into Jab~BodyPP36.8%
Defensive Style: Bone Crush Middle into guardG24.5%
Defensive Style: Sit Jab24.5%
Defensive Style: Stinger Low Blow24.5%
Defensive Style: Switch Back Middle24.5%
Offensive Style: Long Barrel Blow into Body Blow6P24.5%
Defensive Style: Defensive Elbow (Deflect) into backdash12.3%
Defensive Style: Ducking Body Blow into punchP12.3%
Defensive Style: Sit Jab into forward dash12.3%
Defensive Style: backdash into Back Charge Kick44K+G12.3%
Defensive Style: crouch into Low Spin Slicer2K+G12.3%
Defensive Style: evade up into Switch Left SlicerKK12.3%
Defensive Style: forward movement into Jab~BodyPP12.3%

14 further openings account for the other 14 rounds.

Counted from 11 of the 13 matches played. The rest were not pulled for openings.

Sarah

Career
8–6 · 57.1%
This season
9 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hide Side Kick (Deflect)P+K616.2%
Rising Elbow6P38.1%
backdash into Crescent Heel4K+G38.1%
Stiletto66K25.4%
backdash into evade up25.4%
guardG25.4%
Back Knuckle Turn44P12.7%
Leg Slicer2K+G12.7%
Low Spin Kick3K+G12.7%
Rising Elbow6P into kickK12.7%
Sharpsword44K into Sharpsword Combo44KK12.7%
Switch Kick4K12.7%
Switch Kick4K into kickK12.7%
Valkyrie Low1K+G into Valkyrie Sword1K+GK12.7%
backdash12.7%

10 further openings account for the other 10 rounds.

Counted from 8 of the 9 matches played. The rest were not pulled for openings.

Shun

Career
2–9 · 18.2%
This season
3 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rensai Gakushu46PP into Rengeki Gakushu46PPP218.2%
guardG into Haisenchu1P218.2%
Chubu Soutenkyaku66K19.1%
Haisenchu1P19.1%
Haisenchu1P into guardG19.1%
Kasen Chugeki6P into punchP19.1%
Koushu Katai1K into Koushu Rentai1KK19.1%
Senpu Soutai3K+G19.1%
crouch into Zensen Soutai2K+G19.1%

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).
  • 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: 1 of 14 tests hold up
  • Kage: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Shun: not tested (too few rounds)