VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

ligaespanola_fcb

Career matches21,032
Career win rate40.7%
Round win rate48.4%
Peak rank27
Distinct opponents728
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1390 #2,701 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

Aoi2720,7688,49412,27440.9%
Pai—2646020422.7%

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

7,102 of 8,647 rounds counted

4.6 inputs a second (278 a minute) this season. Faster than 1% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi4.62787,102

By opponent's character

Akira4.8286881
Jacky4.8289783
Sarah4.7280543
Wolf4.7279529
Pai4.8287548
Jeffry4.7283395
Aoi4.5270417
Goh4.6275390
Lion4.6277383
Shun4.4263386
Kage4.6273311
Jean4.5271257
Lau4.5271234
El Blaze4.3260206
Brad4.6276212
Lei Fei4.3261192
Taka4.6277122
Vanessa4.5271161
Eileen4.3257141
Dural5.130711

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

Akira26211115142.4%-7.2
Jacky23011711350.9%+7.5
Sarah185988753.0%+3.9
Wolf1706310737.1%-6.4
Pai154767849.4%+6.1
Jeffry132597344.7%-1.2
Aoi123705356.9%+6.7
Goh116684858.6%+12.8
Lion115674858.3%+9.5
Shun106367034.0%-12.0
Kage95375839.0%-8.0
Jean81305137.0%-4.7
Lau81315038.3%-9.9
El Blaze65303546.1%+3.1
Brad61263542.6%-4.5
Lei Fei60303050.0%+3.8
Taka44143031.8%-13.3
Vanessa44202445.5%-2.6
Eileen42212150.0%+4.2
Dural42250.0%-10.8

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Octagon26313912452.9%+5.6
Breakable Half Fence24110213942.3%-2.8
Breakable Full Fence2239412942.1%-4.8
Half Fence2199912045.2%-2.0
Open2169911745.8%+1.3
Rectangle2129711545.8%+1.3
Full Fence1999110845.7%-0.8
Single Wall1999810149.2%+0.7
Low Fence1921019152.6%+5.6
Full Fence and Open103406338.8%-5.5

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1,35745.8%46.2%-0.4
No walls60749.1%46.9%+2.2

Walls against open: -2.6 points (95% range -7.5 to +2.2), p 0.284 — 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

fresh-hina (Rank 26)2026/10/1693633.3%
いそじぇい (Rank 27)2026/10/162171433.3%
TAIDADA (Rank 27)2026/10/15117463.6%
zxyzguy (Rank 25)2026/10/111311284.6%
nyu_necoginjo (Rank 28)2026/10/10156940.0%
kota_mofumofu (Rank 22)2026/10/10124833.3%
AKAI-SUISEI3 (Rank 25)2026/10/05123925.0%
NEKO-PUNCH318 (Rank 24)2026/10/05167943.8%
G.S (Rank 23)2026/10/0311110100.0%
yubinpapas (Rank 26)2026/09/28104640.0%
オティムティム (Rank 23)2026/09/271310376.9%
misoazy (Rank 28)2026/09/18136746.1%
tsuna-sand274 (Rank 25)2026/09/17148657.1%
Siva-Duke (Rank 24)2026/09/1395455.6%
yonchi41 (Rank 25)2026/09/13114736.4%
nanatsuboshi_st (Rank 24)2026/09/12146842.9%
marble-w03 (Rank 26)2026/09/09125741.7%
nanoka-222 (Rank 25)2026/09/06145935.7%
gin-chaman (Rank 28)2026/09/06125741.7%
ni-ku-ji-ru (Rank 26)2026/08/31102820.0%
orz (Rank 27)2026/08/31123925.0%
RX-7FD3S-Type-RS (Rank 27)2026/08/2422101245.5%
sy62___ (Rank 26)2026/07/261661037.5%
mokoha_jean (Rank 23)2026/06/21116554.5%
manman (Rank 24)2026/05/0791811.1%

Round openings

Aoi

Career
8,494–12,274 · 40.9%
This season
2,170 matches · 46.4%
Peak rank
27

First hit in 46.6% of 8,079 rounds. Won 51.3% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 28.0% of rounds, against 22.0% in their other rounds.
  • Against Wolf: waits first in 13.9% of rounds, against 7.0% against everyone else.
  • On Open stages: attacks straight away in 73.5% of rounds, against 66.9% on the other stages.
  • After opening the round before by waiting: waits first in 17.0% of rounds, against 6.8% after anything else.
  • After losing a round: waits first in 9.6% of rounds, against 5.4% after winning one.
  • When behind: waits first in 10.4% of rounds, against 5.5% when ahead or level.
  • After landing the first hit of the round before: backs off first in 24.8% of rounds, against 21.7% after being hit first.
  • In round 1: opens with “P+K+G Tenchi In'you” in 13.7% of rounds, against 9.6% in their other rounds.
  • Against Aoi: opens with “P+K+G Tenchi In'you” in 19.8% of rounds, against 10.0% against everyone else.
  • After opening the round before with “3P Hou'oushu”: opens with “2K+G Kusanagi into P+K+G Tenchi In'you” in 26.9% of rounds, against 11.7% after anything else.
  • After winning a round: opens with “4K Kamageri” in 9.9% of rounds, against 4.5% after losing one.
  • When ahead: opens with “4K Kamageri” in 10.4% of rounds, against 5.2% when level or behind.

How is this tested?

Kusanagi2K+G into Tenchi In'youP+K+G1,15614.2%
Hou'oushu3P1,02512.6%
Tenchi In'youP+K+G86310.6%
Kusanagi2K+G5667.0%
Kamageri4K5196.4%
backdash into guardG5196.4%
up-back kick7K4455.5%
Nami'okoshi3K+G2653.2%
guardG2423.0%
backdash into Ogamigeri4K+G2282.8%
backdash into Ryusen3P+K2042.5%
backdash into Tenchi In'youP+K+G2012.5%
backdash into Kusanagi2K+G1842.3%
backdash1712.1%
backdash into backward movement1461.8%

165 further openings account for the other 1,411 rounds.

Counted from 2,038 of the 2,170 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
Akira69–88 · 44%27–34 · 44%+5.0
Jacky76–79 · 49%31–24 · 56%-6.6
Sarah59–50 · 54%27–20 · 57%-3.9
Wolf32–62 · 34%23–30 · 43%-9.3
Pai40–44 · 48%21–21 · 50%-4.5
Jeffry33–37 · 47%19–24 · 44%+3.4
Aoi35–25 · 58%20–16 · 56%-0.8
Goh38–31 · 55%23–11 · 68%-9.5
Lion34–28 · 55%19–10 · 66%too few to test
Shun22–42 · 34%9–18 · 33%too few to test
Kage21–34 · 38%11–18 · 38%too few to test
Jean20–37 · 35%7–8 · 47%too few to test
Lau22–30 · 42%6–11 · 35%too few to test
El Blaze15–14 · 52%12–17 · 41%too few to test
Brad14–25 · 36%7–4 · 64%too few to test
Lei Fei17–14 · 55%7–9 · 44%too few to test
Vanessa10–18 · 36%6–6 · 50%too few to test
Taka7–19 · 27%5–8 · 38%too few to test
Eileen13–12 · 52%4–4 · 50%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

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

132 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 (18 here; about 0.9 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: 12 of 18 tests hold up