VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Aoi

claire

  • Kage
  • Akira
  • Wolf
Career matches2,167
Career win rate51.4%
Round win rate46.4%
Peak rank26
Distinct opponents8
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1449 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

Aoi261,05851354548.5%
Kage2679842437453.1%
Akira241971128556.9%
Wolf22114654957.0%

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

56 of 56 rounds counted

6.0 inputs a second (362 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Kage5.835017
Akira6.136713
Aoi6.840912
Wolf5.533214

By opponent's character

El Blaze5.835111
Jean5.533214
Goh6.13656
Jacky6.94158
Wolf5.83486
Akira5.73444
Brad6.63963
Sarah6.63974

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

El Blaze32166.7%+20.3
Jean31233.3%-19.2
Goh2020.0%-23.9
Jacky2020.0%-32.6
Wolf220100.0%+57.2
Akira1010.0%-16.4
Brad110100.0%+39.3
Sarah1010.0%-27.0

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

Open52340.0%-2.3
Breakable Full Fence21150.0%+19.8
Half Fence21150.0%+14.1
Rectangle2020.0%-23.9
Octagon110100.0%+39.3

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
Walls742.9%35.2%+7.7
No walls540.0%41.6%-1.6

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

DES@DataEncryptionStandard (Rank 21)2026/08/31110100.0%
calmknight[냠냠] (Rank 31)2026/08/311010.0%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 27)2026/08/312020.0%
エルモchYT★プなれ★ (Rank 28)2026/08/312020.0%
yabo (Rank 21)2026/08/3031233.3%
seisyun3times (Rank 24)2026/07/26220100.0%
うさぎ帝国 (Rank 24)2026/07/2632166.7%
emespink (Rank 29)2026/06/281010.0%

Round openings

Every character

backdash into Gen'you4K+G35.1%
evade up into Tetsuzankou466P+K35.1%
up-forward kick9K35.1%
Jakenshou214P+K23.4%
Jousei Ryusenshou214P+K23.4%
Low Drop Kick62K23.4%
Rasen4P23.4%
Ryu'eikyaku66K23.4%
Souka Housui3P+K23.4%
backdash into Souka Housui3P+K23.4%
crouch into Kusanagi2K+G23.4%
forward movement into NirentotsuPP23.4%
forward movement into punchP23.4%
guardG into Souka Housui3P+K23.4%
Fusen Renkyaku6K+G11.7%

27 further openings account for the other 27 rounds.

Kage

Career
424–374 · 53.1%
This season
5 matches · 80.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Gen'you4K+G315.0%
Jakenshou214P+K210.0%
Rasen4P210.0%
Ryu'eikyaku66K210.0%
forward movement into punchP210.0%
Fusen Renkyaku6K+G15.0%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP15.0%
Kouten63214P into kickK15.0%
Rasen4P into forward movement15.0%
backdash into Furikakato OtoshiK+G15.0%
backward movement into Nagiharai6P+K15.0%
crouch into Surigeri2K15.0%
forward dash into forward kick6K15.0%
forward dash into throwP+G15.0%

Wolf

Career
65–49 · 57.0%
This season
3 matches · 33.3%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Drop Kick62K214.3%
Kenka Kick1K+G17.1%
Level Back CrushP+K17.1%
Rolling Savate6K+G17.1%
Screw Hook63214P into Screw Lariat63214PP17.1%
backdash into Heavy Toe Kick4K+G17.1%
crouch dash back into Kenka Kick1K+G17.1%
crouch dash forward into Arrow Knuckle3P17.1%
evade down into Short Shoulder46P+K17.1%
evade up into Arrow Knuckle3P17.1%
forward movement into Elbow Butt4P17.1%
forward movement into Jab StraightPP17.1%
throw escape17.1%

Akira

Career
112–85 · 56.9%
This season
4 matches · 25.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into Tetsuzankou466P+K323.1%
Souka Housui3P+K215.4%
backdash into Souka Housui3P+K215.4%
guardG into Souka Housui3P+K215.4%
Utankyaku66K into Renkantai66KK17.7%
evade up into backdash17.7%
forward dash into Jouho Touken6P17.7%
guardG into down, down-back punch+kick21P+K17.7%

Aoi

Career
513–545 · 48.5%
This season
3 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

up-forward kick9K325.0%
Jousei Ryusenshou214P+K216.7%
crouch into Kusanagi2K+G216.7%
forward movement into NirentotsuPP216.7%
Shinchuzuki (Deflect)236P+K18.3%
backdash into Soushouda46P+K18.3%
guardG into Ougimai4P18.3%

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

  • Kage: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Aoi: not tested (too few rounds)