VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

究極無敵

  • Wolf
  • Jacky
Career matches27,980
Career win rate49.0%
Round win rate50.0%
Peak rank39
Distinct opponents801
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1747 #591 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

Aoi3920,88110,20910,67248.9%
Wolf336,9763,4273,54949.1%
Jacky27123596448.0%

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

10,938 of 14,680 rounds counted

6.0 inputs a second (358 a minute) this season. Faster than 18% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.13648,309
Wolf5.73402,468
Jacky5.4324161

By opponent's character

Jacky6.03621,177
Akira6.33761,042
Kage6.0357923
Goh6.0357637
Lion5.8346714
Sarah6.1367629
Jean5.9356521
Shun6.0360626
Brad6.0358625
Lau6.0357548
Wolf6.0358571
Pai5.9354533
Jeffry5.8349443
Lei Fei6.1366467
Aoi6.0358356
Vanessa5.9352419
El Blaze5.8346301
Eileen5.7344200
Taka5.4323177
Dural5.835029

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

Jacky36119416753.7%+2.7
Akira34616218446.8%-0.9
Kage27013213848.9%+1.0
Goh2191209954.8%+5.5
Lion2129012242.5%-8.5
Sarah2051159056.1%+4.8
Jean1991118855.8%+3.5
Shun1998511442.7%-1.8
Brad1961039352.5%+1.3
Lau1948910545.9%-3.3
Wolf1939010346.6%-5.1
Pai1761037358.5%+8.9
Jeffry166788847.0%-3.8
Lei Fei153757849.0%+0.5
Aoi140716950.7%-1.4
Vanessa140697149.3%+2.6
El Blaze101425941.6%-8.4
Eileen59322754.2%+1.6
Taka47163134.0%-14.2
Dural147750.0%+2.1

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

Breakable Half Fence40719221547.2%-2.7
Full Fence37617420246.3%-2.7
Open37519018550.7%+1.2
Rectangle37119417752.3%+2.6
Low Fence36819916954.1%+4.3
Single Wall35418916553.4%+3.9
Breakable Full Fence34416617848.3%-0.6
Half Fence33916617349.0%-1.5
Octagon31514616946.4%-3.7
Full Fence and Open1931058854.4%+4.6

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
Walls2,15248.2%49.5%-1.3
No walls1,09752.7%49.9%+2.8

Walls against open: -4.0 points (95% range -7.7 to -0.4), p 0.031 — 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

jijitax4 (Rank 36)2026/10/161911857.9%
デネ (Rank 41)2026/10/1627121544.4%
ぷこ (Rank 37)2026/10/1524121250.0%
おむすび山かずkaz_kcjj (Rank 39)2026/10/1524111345.8%
vintage-channel9 (Rank 38)2026/10/1529111837.9%
うるヲ参拾 (Rank 38)2026/10/15169756.2%
ねこむーと (Rank 38)2026/10/1553233043.4%
でんでんでん123B (Rank 39)2026/10/141751229.4%
Wallaby360 (Rank 39)2026/10/142012860.0%
ゲッパー (Rank 38)2026/10/141861233.3%
Saibo_season2 (Rank 39)2026/10/131651131.2%
DJG10159 (Rank 36)2026/10/1022101245.5%
shenron0321 (Rank 41)2026/10/091641225.0%
カルティカ (Rank 41)2026/10/071641225.0%
RUSH (Rank 38)2026/09/1822121054.5%
PIECE-Estate66 (Rank 33)2026/09/181611568.8%
★闘将拉麵男★ (Rank 41)2026/09/1427151255.6%
CoCoSyrup (Rank 36)2026/09/112571828.0%
フルレバ (Rank 36)2026/09/11168850.0%
∈挙動不審∋ (Rank 35)2026/09/05157846.7%
moto__666 (Rank 36)2026/08/2921101147.6%
Estark0301 (Rank 39)2026/08/241651131.2%
LEEGOSEGA (Rank 37)2026/08/041651131.2%
Sleipnir-kzm (Rank 37)2026/07/241661037.5%
west-muta (Rank 30)2026/06/051661037.5%

Round openings

Every character

Ouda6P+K2,18316.2%
guardG into throw escape6514.8%
backdash into evade down4603.4%
backdash into punchP3962.9%
guardG3902.9%
crouch into Maegeri3K3302.5%
backdash into Sodeshinken33P+K2892.1%
crouch into Low Hammer2P2782.1%
backward movement into evade up2752.0%
guardG into evade down2662.0%
backdash into Heavy Middle Kick3K+G2601.9%
guardG into punchP2301.7%
Shinchuzuki (Deflect)236P+K2281.7%
guardG into Ouda6P+K2281.7%
Arrow Knuckle3P2061.5%

496 further openings account for the other 6,798 rounds.

Counted from 3,284 of the 3,590 matches played. The rest were not pulled for openings.

Aoi

Career
10,209–10,672 · 48.9%
This season
2,315 matches · 49.7%
Peak rank
39

First hit in 50.6% of 8,377 rounds. Won 52.7% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 8.5% of rounds, against 4.5% in their other rounds.
  • Against Sarah: backs off first in 49.9% of rounds, against 27.0% against everyone else.
  • On Full Fence and Open stages: waits first in 33.2% of rounds, against 25.3% on the other stages.
  • After opening the round before by moving in: moves in first in 17.5% of rounds, against 3.2% after anything else.
  • After losing a round: waits first in 31.1% of rounds, against 18.1% after winning one.
  • When behind: waits first in 34.1% of rounds, against 20.9% when ahead or level.
  • In round 3: opens with “6P+K Ouda” in 29.5% of rounds, against 24.7% in their other rounds.
  • Against Kage: opens with “crouch into 3K Maegeri” in 16.2% of rounds, against 2.8% against everyone else.
  • On Rectangle stages: opens with “236P+K Shinchuzuki (Deflect)” in 4.3% of rounds, against 2.5% on the other stages.
  • After opening the round before with “backdash into 33P+K Sodeshinken”: opens with “backdash into 33P+K Sodeshinken” in 17.2% of rounds, against 3.7% after anything else.
  • After winning a round: opens with “backdash into 33P+K Sodeshinken” in 5.7% of rounds, against 2.5% after losing one.
  • When behind: opens with “G guard into throw escape” in 6.3% of rounds, against 3.3% when ahead or level.

How is this tested?

Ouda6P+K2,18325.9%
guardG into throw escape4004.7%
crouch into Maegeri3K3303.9%
backdash into Sodeshinken33P+K2893.4%
Shinchuzuki (Deflect)236P+K2282.7%
guardG into Ouda6P+K2282.7%
backdash into evade down2262.7%
guardG2082.5%
guardG into evade down1902.2%
backward movement into evade up1872.2%
backdash into Maegeri3K1722.0%
crouch into Kusanagi2K+G1561.9%
crouch dash back into evade down1411.7%
backdash into guardG1101.3%
Koromoguruma66P1001.2%

287 further openings account for the other 3,287 rounds.

Counted from 2,053 of the 2,315 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
Jacky72–68 · 51%37–31 · 54%-4.2
Akira59–65 · 48%21–29 · 42%+7.7
Kage46–59 · 44%23–24 · 49%-5.2
Brad44–39 · 53%28–17 · 62%-10.1
Shun32–55 · 37%18–21 · 46%-10.4
Goh42–37 · 53%22–16 · 58%-2.9
Sarah38–40 · 49%22–20 · 52%-1.5
Lei Fei31–24 · 56%17–27 · 39%+14.9
Lion32–38 · 46%10–16 · 38%too few to test
Wolf23–30 · 43%22–16 · 58%-14.1
Vanessa25–20 · 56%16–19 · 46%+12.4
Jean34–20 · 63%17–15 · 53%+8.4
Lau21–33 · 39%14–12 · 54%too few to test
Pai25–20 · 56%25–8 · 76%-25.9
Jeffry22–25 · 47%7–5 · 58%too few to test
El Blaze19–24 · 44%7–9 · 44%too few to test
Aoi18–15 · 55%7–11 · 39%too few to test
Taka9–16 · 36%1–8 · 11%too few to test
Eileen10–10 · 50%5–3 · 62%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.

262 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?

Wolf

Career
3,427–3,549 · 49.1%
This season
1,234 matches · 49.9%
Peak rank
33

First hit in 49.4% of 4,845 rounds. Won 51.8% of the rounds they struck first, 47.6% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 40.4% of rounds, against 28.6% in their other rounds.
  • Against Sarah: backs off first in 48.5% of rounds, against 30.9% against everyone else.
  • On Full Fence stages: waits first in 39.4% of rounds, against 30.4% on the other stages.
  • After opening the round before by waiting: waits first in 40.8% of rounds, against 24.8% after anything else.
  • After losing a round: waits first in 33.6% of rounds, against 26.2% after winning one.
  • When behind: waits first in 35.6% of rounds, against 27.4% when ahead or level.
  • In round 1: opens with “G guard into throw escape” in 8.3% of rounds, against 3.9% in their other rounds.
  • Against Lion: opens with “crouch into 2P Low Hammer” in 15.8% of rounds, against 5.2% against everyone else.
  • After opening the round before with “backdash into P punch”: opens with “backdash into P punch” in 13.3% of rounds, against 5.6% after anything else.
  • When ahead: opens with “backdash into 3K+G Heavy Middle Kick” in 8.3% of rounds, against 5.3% when level or behind.

How is this tested?

backdash into punchP3046.2%
crouch into Low Hammer2P2785.7%
backdash into Heavy Middle Kick3K+G2605.3%
guardG into throw escape2415.0%
backdash into evade down2314.7%
Arrow Knuckle3P2064.2%
guardG1773.6%
guardG into punchP1563.2%
guardG into Savate4K1473.0%
Rolling Savate6K+G1463.0%
backdash into Savate4K1382.8%
punchP1292.6%
Arrow Knuckle3P into guardG1142.3%
Quick Shoulder66P+K1092.2%
throw escape1002.0%

221 further openings account for the other 2,136 rounds.

Counted from 1,190 of the 1,234 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira33–41 · 45%19–18 · 51%-7.9
Jacky33–22 · 60%18–21 · 46%+9.7
Lau31–34 · 48%8–12 · 40%too few to test
Jeffry23–31 · 43%15–8 · 65%too few to test
Goh19–18 · 51%20–17 · 54%-0.1
Jean24–25 · 49%13–5 · 72%too few to test
Wolf19–27 · 41%11–9 · 55%too few to test
Pai19–21 · 48%16–12 · 57%too few to test
Aoi21–17 · 55%12–6 · 67%too few to test
Lion12–20 · 38%10–6 · 62%too few to test
Sarah24–6 · 80%13–12 · 52%too few to test
Kage5–12 · 29%18–13 · 58%too few to test
Shun18–21 · 46%5–6 · 45%too few to test
Brad14–15 · 48%5–6 · 45%too few to test
Lei Fei11–13 · 46%7–3 · 70%too few to test
Vanessa9–14 · 39%4–5 · 44%too few to test
El Blaze4–10 · 29%7–6 · 54%too few to test
Eileen6–7 · 46%6–4 · 60%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.

44 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?

Jacky

Career
59–64 · 48.0%
This season
41 matches · 43.9%
Peak rank
27

First hit in 46.0% of 161 rounds. Won 44.6% of the rounds they struck first, 43.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

throw escape1811.2%
guardG into evade up116.8%
guardG into throw escape106.2%
backdash into Spin Heel Sword4K+G53.1%
guardG53.1%
guardG into Middle Kick3K53.1%
punchP into Jab StraightPP53.1%
Middle Smash6P42.5%
backdash into Beat & Back KnuckleP+KP42.5%
guardG into punchP42.5%
Dash Hammer Kick66K31.9%
backdash into Middle Kick3K31.9%
backdash into evade down31.9%
backdash into guardG31.9%
crouch dash back into Beat & Back KnuckleP+KP31.9%

55 further openings account for the other 75 rounds.

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 (35 here; about 1.8 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: 12 of 18 tests hold up
  • Wolf: 10 of 17 tests hold up
  • Jacky: not tested (too few rounds)