VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

Aldric

Career matches2,125
Career win rate55.0%
Round win rate49.4%
Peak rank37
Distinct opponents117
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1729 #655 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

Aoi372,1251,16995655.0%

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

560 of 1,173 rounds counted

6.2 inputs a second (369 a minute) this season. Faster than 22% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.2369560

By opponent's character

Shun6.438361
Lau6.136855
Akira6.237266
Jacky6.237141
Wolf6.337657
Kage6.136833
El Blaze6.236913
Lion5.935427
Brad5.935534
Jeffry6.438331
Sarah6.136434
Aoi5.73447
Eileen6.13668
Goh6.338020
Jean6.23743
Taka6.036332
Vanessa6.136321
Lei Fei5.935213
Dural5.73434

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

Shun2791833.3%-8.9
Lau26151157.7%+2.9
Akira2415962.5%+11.4
Jacky24101441.7%-5.7
Wolf2315865.2%+15.1
Kage2161528.6%-18.6
El Blaze1710758.8%+12.6
Lion167943.8%-8.3
Pai1661037.5%-5.5
Brad146842.9%-0.4
Jeffry149564.3%+21.2
Sarah1410471.4%+26.4
Aoi105550.0%-2.2
Eileen102820.0%-28.8
Goh83537.5%-6.5
Jean82625.0%-29.5
Taka83537.5%-1.0
Vanessa63350.0%+2.8
Lei Fei53260.0%+13.2
Dural1010.0%-47.1

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

Breakable Full Fence34161847.1%-4.2
Full Fence34161847.1%-5.6
Single Wall32191359.4%+13.9
Half Fence31112035.5%-14.9
Rectangle28141450.0%+3.3
Breakable Half Fence26131350.0%+7.1
Octagon25141156.0%+8.2
Low Fence1961331.6%-11.8
Open1710758.8%+9.9
Full Fence and Open1551033.3%-8.2

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls17847.2%48.7%-1.5
No walls6851.5%46.4%+5.1

Walls against open: -6.6 points (95% range -20.3 to +7.1), p 0.347 — 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

hsat0310 (Rank 36)2026/09/071410471.4%
フルレバ (Rank 36)2026/09/0673442.9%
しょべるん (Rank 38)2026/09/064040.0%
uttii-23 (Rank 38)2026/09/064040.0%
IkebukuroSarah (Rank 37)2026/09/0552340.0%
elpopo_3378 (Rank 36)2026/09/0563350.0%
jameszaka (Rank 35)2026/09/05116554.5%
handon-san- (Rank 28)2026/09/0554180.0%
ドナドナ7 (Rank 40)2026/09/053030.0%
村長~災禍の中心~ (Rank 39)2026/09/0563350.0%
fly_taster22 (Rank 33)2026/06/0342250.0%
giggs_0919 (Rank 38)2026/05/2873442.9%
Aki (Rank 39)2026/05/2852340.0%
宇宙人 (Rank 40)2026/05/2841325.0%
荒駒松太郎 (Rank 38)2026/05/2742250.0%
あむざん (Rank 36)2026/05/2652340.0%
太鼓の別人/TaikoStrike (Rank 32)2026/05/2642250.0%
Vgyjyrdgjk (Rank 37)2026/05/1783537.5%
ちゃんゆき/takayuki_vf (Rank 35)2026/05/1652340.0%
ダンプよっし~改 (Rank 37)2026/05/125050.0%
ラーメン「おおぼし」 (Rank 37)2026/05/1154180.0%
nano_宜しくお願いします (Rank 34)2026/05/1043175.0%
Zenpro-052 (Rank 33)2026/05/06330100.0%
ken1chin (Rank 38)2026/05/0683537.5%
lesser-pram7 (Rank 39)2026/05/0651420.0%

Round openings

Aoi

Career
1,169–956 · 55.0%
This season
292 matches · 47.6%
Peak rank
37

First hit in 52.7% of 1,161 rounds. Won 50.0% of the rounds they struck first, 49.0% of the rounds they were struck first.

Significant Tells

  • In round 2: waits first in 19.3% of rounds, against 11.2% in their other rounds.
  • Against El Blaze: evades first in 10.6% of rounds, against 1.2% against everyone else.
  • After opening the round before by backing off: attacks straight away in 53.4% of rounds, against 39.8% after anything else.
  • In round 2: opens with “G guard into throw escape” in 13.8% of rounds, against 7.3% in their other rounds.
  • Against Sarah: opens with “2K+G Kusanagi” in 26.8% of rounds, against 7.6% against everyone else.
  • After opening the round before with “2K+G Kusanagi”: opens with “backdash into evade down” in 19.2% of rounds, against 11.2% after anything else.
  • After losing a round: opens with “2K+G Kusanagi” in 14.2% of rounds, against 4.3% after winning one.
  • When behind: opens with “2K+G Kusanagi” in 13.8% of rounds, against 6.1% when ahead or level.

How is this tested?

backdash into evade down16213.8%
Gedan Shouda2P1149.7%
punchP1109.3%
guardG into throw escape1058.9%
Kusanagi2K+G1008.5%
backdash into throw escape595.0%
backdash into throwP+G403.4%
backdash into Kasuminagi2KP342.9%
Hou'oushu3P282.4%
backward movement into Hou'oushu3P272.3%
crouch into Gedan Shouda2P201.7%
Ouda6P+K into Oushu Hiji'ate6P+KP181.5%
Gedan Shouda2P into evade down171.4%
punchP into NirentotsuPP171.4%
throw escape171.4%

100 further openings account for the other 309 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun6–14 · 30%1–3 · 25%too few to test
Lau9–8 · 53%4–2 · 67%too few to test
Akira10–6 · 62%3–2 · 60%too few to test
Jacky7–8 · 47%3–5 · 38%too few to test
Wolf7–3 · 70%4–3 · 57%too few to test
Kage6–11 · 35%0–4 · 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?

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: 8 of 15 tests hold up