VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Aoi

jottolee

Career matches6,418
Career win rate50.9%
Round win rate50.6%
Peak rank35
Distinct opponents91
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1708 #769 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

Aoi355,2362,6602,57650.8%
Jeffry—1,18260957351.5%

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

672 of 898 rounds counted

10.8 inputs a second (645 a minute) this season. Faster than 98% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi10.8645672

By opponent's character

Akira10.965277
Lei Fei11.065926
Wolf11.367672
Goh10.663551
Jean10.965254
Lau10.864759
Taka10.462651
Pai10.663517
Jacky10.763948
Brad10.764236
Shun10.361838
Lion10.563133
Kage10.864728
Sarah10.462520
El Blaze10.562725
Jeffry11.669719
Eileen10.261011
Vanessa11.26704
Aoi11.26693

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

Akira27131448.1%-1.1
Lei Fei2391439.1%-8.9
Wolf2013765.0%+13.7
Goh1771041.2%-8.2
Jean157846.7%-4.3
Lau1541126.7%-23.3
Taka1551033.3%-8.6
Pai1310376.9%+29.1
Jacky129375.0%+18.4
Brad114736.4%-19.2
Shun106460.0%+2.8
Lion96366.7%+18.1
Kage86275.0%+22.1
Sarah85362.5%+6.9
El Blaze74357.1%+0.7
Jeffry61516.7%-23.9
Eileen31233.3%-27.1
Vanessa31233.3%-17.0
Aoi220100.0%+45.9

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

Breakable Half Fence29151451.7%-0.8
Breakable Full Fence28111739.3%-7.5
Rectangle27161159.3%+10.6
Open26131350.0%-2.9
Low Fence2371630.4%-18.8
Full Fence22111150.0%-7.0
Half Fence22121054.5%+5.7
Octagon1711664.7%+15.8
Single Wall1610662.5%+14.7
Full Fence and Open115645.5%-6.3

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
Walls14552.4%50.5%+1.9
No walls6546.2%49.8%-3.6

Walls against open: +5.5 points (95% range -8.8 to +19.9), p 0.451 — 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

타우끼/taukee (Rank 35)2026/10/1862433.3%
Hi:D (Rank 35)2026/10/1863350.0%
(˘д˘)ʃStranger (Rank 34)2026/10/18114736.4%
zaduhkj (Rank 37)2026/10/18126650.0%
diev80 (Rank 32)2026/10/1032166.7%
Handive (Rank 36)2026/10/1031233.3%
rocku (Rank 38)2026/10/1051420.0%
たたみん♪ (Rank 38)2026/09/2631233.3%
のみ (Rank 34)2026/09/2641325.0%
オムレツハンター© (Rank 32)2026/09/2653260.0%
REDdog.狂犬 (Rank 33)2026/09/1462433.3%
もとろー (Rank 36)2026/09/1452340.0%
orz (Rank 28)2026/08/0632166.7%
fwnd1396 (Rank 30)2026/08/06330100.0%
マクシミリアン15世 (Rank 32)2026/08/0632166.7%
Eno (Rank 31)2026/08/0693633.3%
フルメタル (Rank 27)2026/08/0632166.7%
bisupo_ (Rank 33)2026/08/0651420.0%
鳩男 (Rank 30)2026/07/19330100.0%
ちゃんゆき/takayuki_vf (Rank 34)2026/05/0731233.3%
renge_1225 (Rank 29)2026/05/0453260.0%
mahiro_725 (Rank 35)2026/05/0462433.3%
D A I (Rank 35)2026/05/0451420.0%
marir1115 (Rank 32)2026/05/0465183.3%
BONZE (Rank 33)2026/05/0431233.3%

Round openings

Aoi

Career
2,660–2,576 · 50.8%
This season
224 matches · 50.5%
Peak rank
35

First hit in 55.2% of 719 rounds. Won 50.6% of the rounds they struck first, 51.2% of the rounds they were struck first.

Significant Tells

  • Against Jacky: evades first in 17.1% of rounds, against 3.7% against everyone else.
  • After losing a round: backs off first in 75.6% of rounds, against 48.7% after winning one.
  • After losing a round: opens with “backdash into evade up” in 21.8% of rounds, against 8.4% after winning one.
  • When behind: opens with “backdash into evade up” in 22.7% of rounds, against 10.8% when ahead or level.

How is this tested?

backdash into evade up12016.6%
backdash into evade down10013.8%
forward movement into punchP375.1%
backdash into Sodeshinken33P+K273.7%
backdash into Shinchuzuki (Deflect)236P+K233.2%
backdash into Maegeri3K172.4%
kickK into punchP162.2%
backdash into throwP+G121.7%
backdash into Jousei Ryusenshou214P+K101.4%
crouch dash back into evade down101.4%
guardG into kickK91.2%
Inshou43P+K81.1%
Ouda6P+K into Oushu Hiji'ate6P+KP81.1%
backward movement into evade up81.1%
backdash into Ryoushi43P60.8%

162 further openings account for the other 311 rounds.

Counted from 180 of the 224 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
Lei Fei5–11 · 31%0–1 · 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.

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?

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: 4 of 15 tests hold up