VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

키키러브

  • Jacky
Career matches1,758
Career win rate54.8%
Round win rate52.4%
Peak rank34
Distinct opponents152
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1610 #1,286 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

Aoi341,52981171853.0%
Jacky332291527766.4%

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

993 of 1,008 rounds counted

8.9 inputs a second (536 a minute) this season. Faster than 86% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi8.0477692
Jacky11.3676301

By opponent's character

Akira9.3557119
Jean9.2553115
Jeffry9.3560100
Jacky8.3501103
Pai8.349781
Sarah8.752373
Brad8.852562
Kage9.254951
Lau8.249256
Wolf10.663538
El Blaze8.953727
Goh10.663431
Shun8.752125
Eileen9.154424
Lion7.846723
Vanessa7.947325
Aoi9.154414
Lei Fei8.148814
Taka10.96569
Dural6.53883

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

Akira3123874.2%+21.0
Jean27121544.4%-6.2
Jeffry26161061.5%+10.7
Jacky24121250.0%-8.2
Pai1910952.6%+5.9
Sarah1811761.1%+7.1
Brad1541126.7%-29.9
Kage147750.0%-5.9
Lau136746.1%-5.2
Wolf118372.7%+17.1
El Blaze96366.7%+15.0
Goh76185.7%+22.3
Shun72528.6%-24.8
Eileen62433.3%-26.3
Lion62433.3%-16.2
Vanessa61516.7%-28.5
Aoi31233.3%-26.2
Lei Fei31233.3%-21.8
Taka220100.0%+35.3
Dural110100.0%+44.3

1 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

Rectangle32171553.1%-1.4
Octagon3122971.0%+19.5
Low Fence27141351.9%-3.0
Open25131252.0%-2.3
Full Fence24141058.3%+3.5
Half Fence24121250.0%-2.6
Single Wall23101343.5%-9.3
Breakable Half Fence2115671.4%+20.8
Breakable Full Fence1751229.4%-24.5
Full Fence and Open62433.3%-18.7

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
Walls14957.0%53.5%+3.5
No walls7549.3%53.6%-4.2

Walls against open: +7.7 points (95% range -6.1 to +21.5), p 0.274 — 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

Junche9422 (Rank 30)2026/10/1841325.0%
Melt (Rank 35)2026/10/1862433.3%
ヘニオ (Rank 35)2026/10/1821150.0%
Shura1025 (Rank 35)2026/10/1832166.7%
windowkhs (Rank 30)2026/10/16330100.0%
Dark (Rank 33)2026/10/1521150.0%
JoonJoon (Rank 35)2026/10/1594544.4%
アルチャチャ (Rank 32)2026/10/1282625.0%
juste (Rank 30)2026/10/0586275.0%
shironeko-hi (Rank 31)2026/10/0532166.7%
diev80 (Rank 31)2026/10/05330100.0%
siesuu (Rank 30)2026/10/05220100.0%
PacNeemius (Rank 32)2026/10/0563350.0%
GreenJacky (Rank 31)2026/09/17220100.0%
NORESPECT (Rank 36)2026/09/1241325.0%
お~ちゃん (Rank 34)2026/09/0432166.7%
rosenkim (Rank 31)2026/08/3052340.0%
雷電 (Rank 30)2026/08/30330100.0%
hsat0310 (Rank 34)2026/07/2321150.0%
ぶーん (Rank 32)2026/07/1932166.7%
AzaeManV (Rank 36)2026/07/0631233.3%
タイヨウ (Rank 33)2026/07/0232166.7%
hyun-sibaru-man (Rank 27)2026/06/22220100.0%
sby (Rank 30)2026/06/2232166.7%
LEEGOSEGA (Rank 35)2026/06/20220100.0%

Round openings

Every character

Ouda6P+K into Oushu Hiji'ate6P+KP12416.2%
backdash into Sodeshinken33P+K567.3%
Ryoushi43P324.2%
forward movement into punchP303.9%
crouch dash forward into Sodeshinken33P+K273.5%
forward dash into Low Spin Kick1K+G233.0%
punchP into NirentotsuPP162.1%
crouch dash back into Nami'okoshi3K+G152.0%
crouch dash back into evade down131.7%
crouch into Sodeshinken33P+K131.7%
evade up into backdash111.4%
forward dash into High Angle Upper Kick6K111.4%
backdash into Iwaodome64P+KP101.3%
Ryoushi43P into guardG91.2%
backdash into evade down91.2%

150 further openings account for the other 367 rounds.

Counted from 187 of the 248 matches played. The rest were not pulled for openings.

Aoi

Career
811–718 · 53.0%
This season
175 matches · 48.0%
Peak rank
34

First hit in 55.4% of 534 rounds. Won 53.4% of the rounds they struck first, 43.7% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 68.9% of rounds, against 41.0% in their other rounds.
  • In round 1: opens with “6P+K Ouda into 6P+KP Oushu Hiji'ate” in 38.6% of rounds, against 17.9% in their other rounds.
  • After winning a round: opens with “43P Ryoushi” in 13.5% of rounds, against 2.4% after losing one.

How is this tested?

Ouda6P+K into Oushu Hiji'ate6P+KP12423.0%
backdash into Sodeshinken33P+K5610.4%
Ryoushi43P325.9%
crouch dash forward into Sodeshinken33P+K275.0%
punchP into NirentotsuPP163.0%
crouch dash back into Nami'okoshi3K+G152.8%
crouch into Sodeshinken33P+K132.4%
crouch dash back into evade down122.2%
evade up into backdash112.0%
backdash into Iwaodome64P+KP101.9%
Ryoushi43P into guardG91.7%
Ouda6P+K81.5%
Sou'unha66K81.5%
Tenchi In'youP+K+G81.5%
crouch dash forward into Hou'oushu3P81.5%

71 further openings account for the other 182 rounds.

Counted from 132 of the 175 matches played. The rest were not pulled for openings.

Jacky

Career
152–77 · 66.4%
This season
73 matches · 67.1%
Peak rank
33

First hit in 52.4% of 227 rounds. Won 65.5% of the rounds they struck first, 62.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP3013.2%
forward dash into Low Spin Kick1K+G2310.1%
forward dash into High Angle Upper Kick6K114.8%
forward dash into Middle Smash6P94.0%
backdash into Spin Heel Sword4K+G83.5%
Dash Hammer Kick66K73.1%
forward movement into Punch High KickPK73.1%
crouch into Low Spin Kick1K+G62.6%
forward dash into evade down62.6%
forward dash into Slant Back Knuckle1P52.2%
forward dash into evade up52.2%
forward dash into throw escape52.2%
forward movement into Jab Double StraightPPP52.2%
crouch dash forward into guardG41.8%
forward dash into punchP41.8%

67 further openings account for the other 92 rounds.

Counted from 55 of the 73 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).
  • 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: 3 of 15 tests hold up
  • Jacky: not tested (too few rounds)