VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Aoi

aoi7sg

Career matches547
Career win rate29.4%
Round win rate35.7%
Peak rank21
Distinct opponents102
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1060 #3,631 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

Aoi2154716138629.4%

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

820 of 820 rounds counted

8.7 inputs a second (520 a minute) this season. Faster than 82% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi8.7520820

By opponent's character

Akira8.5508117
Aoi8.0482123
Sarah8.953267
Goh9.053960
Jacky8.450460
Vanessa8.953657
Pai8.651757
Shun8.751950
El Blaze9.657538
Jeffry8.752036
Wolf9.959532
Lau8.450325
Lion8.853026
Brad8.953621
Kage7.947617
Lei Fei8.349716
Jean9.154810
Taka10.86518

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

Akira3452914.7%-8.5
Aoi32171553.1%+31.9
Sarah168850.0%+19.4
Goh156940.0%+13.2
Jacky1541126.7%+4.7
Vanessa151146.7%-24.4
Pai1421214.3%-18.9
Shun131127.7%-19.7
El Blaze91811.1%-16.8
Jeffry9090.0%-30.7
Wolf92722.2%+3.0
Lau74357.1%+21.0
Lion71614.3%-8.1
Brad52340.0%+16.6
Kage5050.0%-17.3
Lei Fei41325.0%-0.6
Jean31233.3%+13.9
Taka2020.0%-35.9

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.

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 Fence29111837.9%+10.1
Low Fence2752218.5%-6.1
Open2381534.8%+9.6
Octagon2131814.3%-9.2
Single Wall2141719.1%-3.0
Full Fence1831516.7%-8.6
Half Fence1861233.3%+2.1
Rectangle1761135.3%+7.2
Breakable Half Fence1651131.2%+7.1
Full Fence and Open114736.4%+7.0

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls11928.6%27.0%+1.6
No walls7123.9%24.0%-0.0

Walls against open: +1.6 points (95% range -13.7 to +16.9), p 0.835 — 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

gmn4519 (Rank 18)2026/08/21440100.0%
ぴろ (Rank 23)2026/08/2141325.0%
o_U-san_o (Rank 21)2026/08/2152340.0%
G.S (Rank 21)2026/08/0532166.7%
kanreki-jijii (Rank 22)2026/08/0551420.0%
kouga__4649 (Rank 24)2026/08/043030.0%
nihikibito (Rank 24)2026/08/046060.0%
yonchi41 (Rank 22)2026/07/3142250.0%
Shurkn-_-pap03 (Rank 24)2026/07/2961516.7%
osaka_mouko4649 (Rank 26)2026/07/284040.0%
Crippler08r (Rank 22)2026/07/2421150.0%
なっちゃんねる (Rank 24)2026/07/233030.0%
tokichan260 (Rank 22)2026/07/2032166.7%
neco (Rank 21)2026/07/194040.0%
MaxMuncy (Rank 21)2026/07/1431233.3%
しおのさばやき (Rank 22)2026/07/144040.0%
みーしゃん (Rank 22)2026/07/145050.0%
マッスルトマト (Rank 24)2026/07/143030.0%
도룡밖에난몰라/RSA (Rank 21)2026/07/103030.0%
時宣院日要 (Rank 15)2026/07/10330100.0%
紫荆一头牛 (Rank 23)2026/07/1031233.3%
BangJae (Rank 15)2026/07/062020.0%
ornate_focus5 (Rank 14)2026/07/06990100.0%
interceptor (Rank 40)2026/07/04120120.0%
koolki789 (Rank 4)2026/07/044040.0%

Round openings

Aoi

Career
161–386 · 29.4%
This season
214 matches · 26.2%
Peak rank
21

First hit in 57.9% of 819 rounds. Won 37.1% of the rounds they struck first, 33.9% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 59.1% of rounds, against 43.7% in their other rounds.
  • After the opponent opened the round before by waiting: moves in first in 12.7% of rounds, against 2.4% after anything else.

How is this tested?

backdash into guardG546.6%
backdash into backward movement526.3%
Tenchi In'youP+K+G485.8%
NirentotsuPP into Nirentotsu OuchuPPP374.5%
Chudan Hiji'ate6P into Tsumujisakura6PP242.9%
Chudan Hiji'ate6P232.8%
backdash232.8%
backdash into Sodeshinken33P+K212.6%
kickK into punchP212.6%
punchP into NirentotsuPP192.3%
throwP+G192.3%
Inshou43P+K182.2%
punchP182.2%
Inshou43P+K into forward dash141.7%
backdash into Koromoguruma66P131.6%

146 further openings account for the other 416 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira4–17 · 19%1–9 · 10%too few to test
Aoi13–10 · 57%3–5 · 38%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

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 (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: 2 of 15 tests hold up