VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

GWO

Career matches13,798
Career win rate43.3%
Round win rate48.5%
Peak rank28
Distinct opponents643
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1411 #2,589 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

Aoi2813,7985,9697,82943.3%

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

7,596 of 9,831 rounds counted

6.5 inputs a second (391 a minute) this season. Faster than 32% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.53917,596

By opponent's character

Akira6.7400984
Wolf6.2375713
Jacky6.6394637
Aoi6.8408552
Jeffry6.3377443
Pai6.5391462
Shun6.5392434
El Blaze6.7403372
Goh6.4385411
Lion6.5389324
Kage6.5390321
Sarah6.4383309
Lau6.5390312
Vanessa6.5388288
Jean6.5392282
Brad6.6394234
Lei Fei6.7401209
Eileen6.5392141
Taka6.4387114
Dural6.438654

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

Akira30514815748.5%+1.1
Wolf2189312542.7%-1.5
Jacky20710510250.7%+6.2
Aoi2021119155.0%+5.0
Jeffry160808050.0%+0.2
Pai144766852.8%+8.2
Shun144598541.0%-3.2
El Blaze124507440.3%-9.1
Goh117516643.6%-3.7
Lion113615254.0%+5.8
Kage108466242.6%-1.4
Sarah107485944.9%-2.5
Lau92474551.1%-1.2
Vanessa87424548.3%-6.3
Jean81374445.7%-3.7
Brad66412562.1%+16.1
Lei Fei66224433.3%-15.7
Eileen45182740.0%-4.8
Taka28121642.9%-2.7
Dural1741323.5%-20.8

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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

Full Fence29914515448.5%-0.0
Single Wall28515013552.6%+5.7
Breakable Full Fence25311513845.5%-3.2
Half Fence24511612947.4%+1.1
Open24112311851.0%+0.9
Rectangle24011013045.8%-1.1
Low Fence22910712246.7%+1.5
Octagon22711311449.8%+1.0
Breakable Half Fence2148313138.8%-7.3
Full Fence and Open99465346.5%+1.1

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
Walls1,47846.1%47.4%-1.3
No walls75550.3%47.8%+2.6

Walls against open: -3.9 points (95% range -8.5 to +0.8), p 0.102 — 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

がんぴーさん【S.R.G.M】 (Rank 24)2026/10/1826101638.5%
dalmax72 (Rank 25)2026/10/1841281368.3%
camelvf (Rank 28)2026/10/16135838.5%
zxyzguy (Rank 26)2026/10/1626121446.1%
Y-F8 (Rank 26)2026/10/16137653.9%
へい!おひさいたま (Rank 27)2026/10/151851327.8%
nanoka-222 (Rank 26)2026/10/151841422.2%
ターム (Rank 26)2026/10/15128466.7%
umintyu-99 (Rank 23)2026/10/14147750.0%
カプリッチョ (Rank 26)2026/10/121431121.4%
委員ちょ@レバーレス難 (Rank 21)2026/10/111811761.1%
omuretukun (Rank 24)2026/10/1033181554.5%
かつや (Rank 21)2026/10/081412285.7%
mitorakujo (Rank 28)2026/10/061441028.6%
RX-7FD3S-Type-RS (Rank 26)2026/10/052161528.6%
massaka_summer (Rank 26)2026/10/04145935.7%
UNIQ (Rank 26)2026/09/242315865.2%
トローリロートル (Rank 21)2026/09/17135838.5%
ばくちーラウ (Rank 21)2026/09/171915479.0%
ts10072 (Rank 23)2026/09/151510566.7%
こて (Rank 28)2026/09/061221016.7%
AiokometeZ (Rank 24)2026/08/28128466.7%
hide2480gt (Rank 21)2026/08/2612120100.0%
manao_0609 (Rank 27)2026/05/21138561.5%
penta (Rank 21)2026/05/17137653.9%

Round openings

Aoi

Career
5,969–7,829 · 43.3%
This season
2,431 matches · 47.4%
Peak rank
28

First hit in 52.5% of 8,761 rounds. Won 51.6% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 24.7% of rounds, against 14.8% in their other rounds.
  • Against Aoi: moves in first in 9.1% of rounds, against 3.1% against everyone else.
  • After opening the round before by waiting: evades first in 17.6% of rounds, against 14.3% after anything else.
  • When behind: waits first in 13.0% of rounds, against 10.4% when ahead or level.
  • In round 1: opens with “evade up into backdash” in 10.1% of rounds, against 3.5% in their other rounds.
  • Against Shun: opens with “3P Hou'oushu” in 13.2% of rounds, against 6.8% against everyone else.
  • After opening the round before with “crouch into 2K+G Kusanagi”: opens with “P punch” in 11.8% of rounds, against 6.1% after anything else.
  • After losing a round: opens with “crouch into 2K+G Kusanagi” in 6.8% of rounds, against 3.6% after winning one.
  • When behind: opens with “crouch into 2K+G Kusanagi” in 6.0% of rounds, against 4.1% when ahead or level.

How is this tested?

Hou'oushu3P6397.2%
punchP5035.7%
evade up into backdash4515.1%
crouch into Kusanagi2K+G4044.6%
Chudan Hiji'ate6P into Tsumujisakura6PP3063.5%
punchP into NirentotsuPP2963.4%
Tenchi In'youP+K+G2833.2%
evade up2352.7%
punchP into ShougerigasanePK2142.4%
crouch dash back into Hou'oushu3P2112.4%
punchP into Tsumujisakura6PP1812.0%
crouch dash back into evade down1571.8%
crouch dash back into Sodeshinken33P+K1471.7%
guardG into evade up1111.3%
evade up into punchP1071.2%

455 further openings account for the other 4,591 rounds.

Counted from 2,179 of the 2,431 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
Akira80–95 · 46%41–45 · 48%-8.2
Wolf52–67 · 44%28–34 · 45%-3.0
Jacky45–49 · 48%32–35 · 48%-4.8
Aoi59–47 · 56%33–17 · 66%-4.8
Jeffry50–52 · 49%16–19 · 46%+8.1
Shun42–58 · 42%14–12 · 54%too few to test
Pai36–37 · 49%24–23 · 51%-2.8
El Blaze21–40 · 34%20–17 · 54%-22.7
Goh28–36 · 44%11–17 · 39%too few to test
Lion32–26 · 55%20–16 · 56%+3.5
Sarah25–27 · 48%13–16 · 45%too few to test
Kage25–35 · 42%13–8 · 62%too few to test
Vanessa18–28 · 39%22–15 · 59%-15.3
Lau29–21 · 58%14–16 · 47%+12.6
Jean15–26 · 37%15–8 · 65%too few to test
Brad26–10 · 72%8–9 · 47%too few to test
Lei Fei12–19 · 39%7–18 · 28%too few to test
Eileen15–11 · 58%1–10 · 9%too few to test
Taka3–12 · 20%5–2 · 71%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.

252 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: 9 of 18 tests hold up