VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Aoi

dusty_dawn39

  • Akira
  • Jeffry
  • Wolf
  • Pai
  • Shun
Career matches315
Career win rate64.8%
Round win rate71.4%
Peak rank24
Distinct opponents11
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1412 Not ranked yet: the list needs 50 matches. See 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

Aoi241831146962.3%
Akira1862412166.1%
Wolf1739241561.5%
Jeffry162216672.7%
Pai16880100.0%
Shun16110100.0%

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

70 of 70 rounds counted

7.2 inputs a second (429 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Aoi7.042235
Akira8.551011
Jeffry7.243211
Wolf6.23726
Pai6.23733
Shun7.04194

By opponent's character

Aoi7.142814
Eileen7.042113
Akira6.740412
Jacky7.947211
Sarah6.84108
Goh7.04194
Jeffry8.04774
Lei Fei7.54534

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

Aoi440100.0%+14.0
Eileen440100.0%+15.0
Akira32166.7%-23.4
Jacky32166.7%-18.8
Sarah220100.0%+31.2
Goh110100.0%+15.0
Jeffry1010.0%-89.8
Lei Fei110100.0%+32.1

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

Low Fence660100.0%+25.2
Breakable Full Fence330100.0%+11.4
Open31233.3%-63.6
Breakable Half Fence220100.0%+23.5
Single Wall220100.0%+21.8
Full Fence110100.0%+19.3
Half Fence110100.0%+14.8
Rectangle1010.0%-89.8

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
Walls887.5%85.2%+2.3
No walls1181.8%83.5%-1.7

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

FreddieKing (Rank 26)2026/08/31110100.0%
MAXマンピー (Rank 14)2026/08/30440100.0%
demitassecoffee (Rank 17)2026/08/29110100.0%
とかげ (Rank 17)2026/08/28330100.0%
ミクzzzw (Rank 21)2026/08/261010.0%
委員ちょ (Rank 21)2026/08/26330100.0%
おばサラ (Rank 26)2026/08/26110100.0%
yasai (Rank 22)2026/08/2521150.0%
コデリン03 (Rank 22)2026/08/23110100.0%
かりすまっくすさん★ (Rank 26)2026/08/23110100.0%
Yachiyoshi (Rank 16)2026/08/231010.0%

Round openings

Every character

evade down into guardG1014.3%
evade up into crouch dash forward57.1%
guardG into evade up45.7%
evade up into guardG34.3%
guardG into evade down34.3%
Savate4K22.9%
Sunlit Body Upper3P+K22.9%
backward movement into evade down22.9%
evade down22.9%
evade down into Hou'oushu3P22.9%
evade down into Jouho Senshou46P22.9%
evade up into Ducking Low2K+G22.9%
evade up into Geimon Tessen46P+K+G22.9%
guardG22.9%
throwP+G22.9%

25 further openings account for the other 25 rounds.

Aoi

Career
114–69 · 62.3%
This season
9 matches · 88.9%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into crouch dash forward514.3%
evade down into guardG411.4%
guardG into evade up38.6%
evade down25.7%
evade down into Hou'oushu3P25.7%
evade up into guardG25.7%
guardG25.7%
guardG into evade down25.7%
throwP+G25.7%
Kusanagi2K+G into Tenchi In'youP+K+G12.9%
backdash into Soushouda46P+K12.9%
backward movement into evade down12.9%
crouch12.9%
evade down into Tenchi In'youP+K+G12.9%
evade up into Hou'oushu3P12.9%

5 further openings account for the other 5 rounds.

Akira

Career
41–21 · 66.1%
This season
3 matches · 33.3%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into Jouho Senshou46P218.2%
evade down into guardG218.2%
evade up into Geimon Tessen46P+K+G218.2%
Souka Housui3P+K19.1%
evade down into Sayu Kaikyu4PP19.1%
evade up into Koboku214P19.1%
evade up into guardG19.1%
guardG into Souka Housui3P+K19.1%

Jeffry

Career
16–6 · 72.7%
This season
3 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sunlit Body Upper3P+K218.2%
evade up into Ducking Low2K+G218.2%
Side Kick3K19.1%
Threat StanceP+K+G into throwP+G19.1%
evade down into crouch19.1%
evade down into punchP19.1%
guardG into Knee Attack6K19.1%
guardG into evade down19.1%
guardG into evade up19.1%

Wolf

Career
24–15 · 61.5%
This season
2 matches · 100.0%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG350.0%
Savate4K233.3%
Deadly Move Back4P+K+G into backward movement116.7%

Shun

Career
1–0 · 100.0%
This season
1 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Koushinhi4P+K+G into Toushin Soutanshu4KK125.0%
backward movement into evade down125.0%
evade down into guardG125.0%
evade up125.0%

Pai

Career
8–0 · 100.0%
This season
1 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into Souanshou3P+K133.3%
guardG into Ensei SenpukyakuK+G133.3%
guardG into Honshin Soukyaku1K+G133.3%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Aoi: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Pai: not tested (too few rounds)