VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Aoi

RJOHNSON0001

  • Akira
Career matches558
Career win rate53.8%
Round win rate44.3%
Peak rank25
Distinct opponents28
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1363 #2,861 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

Aoi2550426723753.0%
Akira2154332161.1%

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

671 of 671 rounds counted

7.7 inputs a second (460 a minute) this season. Faster than 64% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi7.7461648
Akira7.142423

By opponent's character

Pai8.0480146
Akira7.544896
Lion7.846982
Sarah7.645578
Jacky7.645558
Jean7.344058
Shun7.243033
Aoi7.947633
Jeffry7.142421
Kage7.745926
Lau7.846615
Dural8.249111
Taka7.34397
Vanessa8.14857

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

Pai34161847.1%+9.0
Akira2571828.0%-0.7
Lion2161528.6%-12.3
Sarah2071335.0%-12.9
Jacky1541126.7%-9.2
Jean1511473.3%+7.0
Shun91811.1%-3.5
Aoi880100.0%+40.2
Jeffry6060.0%-37.5
Kage64266.7%+41.8
Lau42250.0%+9.7
Dural3030.0%-39.2
Taka2020.0%-11.8
Vanessa220100.0%+28.1

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

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

Rectangle28111739.3%-5.2
Low Fence23121152.2%+12.9
Breakable Half Fence178947.1%+5.0
Octagon169756.2%+11.9
Single Wall1641225.0%-19.6
Full Fence159660.0%+24.0
Full Fence and Open1441028.6%+3.4
Open140140.0%-33.6
Breakable Full Fence134930.8%-13.5
Half Fence127558.3%+20.6

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
Walls10147.5%42.4%+5.2
No walls5330.2%38.8%-8.6

Walls against open: +13.8 points (95% range -4.1 to +31.7), p 0.131 — 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

Psilo (Rank 23)2026/08/032281436.4%
speedymat (Rank 27)2026/08/022181338.1%
Smashquatch (Rank 31)2026/08/024040.0%
Onpwnage (Rank 34)2026/08/02102820.0%
Dreamcast (Rank 25)2026/08/0242250.0%
RustyTachikoma[EU] (Rank 22)2026/08/0252340.0%
luckystrike (Rank 28)2026/08/0262433.3%
Kingheim (Rank 34)2026/08/023030.0%
yuzobox (Rank 27)2026/07/2764266.7%
LordBaconTheBoss (Rank 30)2026/07/271441028.6%
Dogfingers (Rank 21)2026/07/26550100.0%
Drunken (Rank 29)2026/07/262020.0%
juersh (Rank 22)2026/07/26114736.4%
Charizawa (Rank 24)2026/07/2685362.5%
CheekyChi (Rank 21)2026/07/2651420.0%
Rodryu (Rank 37)2026/07/256060.0%
Burunyuuu (Rank 25)2026/07/252020.0%
InsertGameDojo (Rank 27)2026/07/196060.0%
Azel (Rank 22)2026/07/19330100.0%
SwiftD (Rank 17)2026/07/1932166.7%
TokioMorishima (Rank 26)2026/07/054040.0%
THR (Rank 34)2026/06/282020.0%
Drawn_ (Rank 21)2026/06/2710100100.0%
Darling_im_scared (Rank 21)2026/06/27220100.0%
StarGuitar (Rank 28)2026/06/2521150.0%

Round openings

Every character

evade up497.3%
evade down into guardG406.0%
Nirentotsu OuchuPPP into Rentotsu KodachiPPPK385.7%
punchP into ShougerigasanePK385.7%
backdash into Sodeshinken33P+K355.2%
punchP into Nirentotsu KugikyakuPPK334.9%
punchP into NirentotsuPP294.3%
backdash into Sou'unha66K284.2%
backdash into backward movement233.4%
backdash into punchP182.7%
evade down162.4%
NirentotsuPP into Nirentotsu OuchuPPP152.2%
backdash into guardG152.2%
crouch into Kusanagi2K+G152.2%
backdash into NirentotsuPP142.1%

103 further openings account for the other 265 rounds.

Aoi

Career
267–237 · 53.0%
This season
164 matches · 40.2%
Peak rank
25

First hit in 49.8% of 642 rounds. Won 46.6% of the rounds they struck first, 42.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 15.2% of rounds, against 3.9% in their other rounds.
  • After losing a round: backs off first in 39.4% of rounds, against 22.5% after winning one.
  • When ahead: attacks straight away in 45.2% of rounds, against 26.0% when level or behind.
  • In round 1: opens with “evade down into G guard” in 13.4% of rounds, against 3.3% in their other rounds.

How is this tested?

evade up487.4%
Nirentotsu OuchuPPP into Rentotsu KodachiPPPK385.9%
evade down into guardG385.9%
punchP into ShougerigasanePK385.9%
backdash into Sodeshinken33P+K355.4%
punchP into Nirentotsu KugikyakuPPK335.1%
punchP into NirentotsuPP294.5%
backdash into Sou'unha66K284.3%
backdash into backward movement233.5%
backdash into punchP182.8%
evade down162.5%
NirentotsuPP into Nirentotsu OuchuPPP152.3%
crouch into Kusanagi2K+G152.3%
backdash into NirentotsuPP142.2%
backdash into guardG132.0%

89 further openings account for the other 247 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Pai8–12 · 40%6–6 · 50%too few to test
Akira1–5 · 17%4–8 · 33%too few to test
Lion4–11 · 27%2–4 · 33%too few to test
Sarah7–6 · 54%0–5 · 0%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?

Akira

Career
33–21 · 61.1%
This season
6 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kaikyusei4P into Sayu Kaikyu4PP28.7%
backdash into Rimon Chouchu66P28.7%
backdash into Youshi SaikenK+GP28.7%
backdash into guardG28.7%
evade down into guardG28.7%
Ekishou3P14.3%
Jouho Touken6P14.3%
Jouho Touken6P into backward movement14.3%
Rimon Chouchu66P14.3%
backdash14.3%
evade up14.3%
evade up into Ekishou3P14.3%
evade up into Goko Shutsudou3K+GP14.3%
evade up into Jouho Touken6P14.3%
evade up into Rimon Chouchu66P14.3%

3 further openings account for the other 3 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 (12 here; about 0.6 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: 4 of 12 tests hold up
  • Akira: not tested (too few rounds)