VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

あぶらこ

  • Goh
Career matches2,902
Career win rate43.8%
Round win rate46.6%
Peak rank25
Distinct opponents129
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1276 #3,216 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

Aoi252,7451,2281,51744.7%
Goh121574411328.0%

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

1,086 of 1,584 rounds counted

5.9 inputs a second (355 a minute) this season. Faster than 16% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.93551,086

By opponent's character

Akira5.8351133
Aoi5.8345130
Wolf6.639686
Brad5.935296
Jacky5.935467
Pai5.835084
Goh5.734149
Jeffry6.136764
Lion5.834774
El Blaze5.935566
Lau5.935546
Sarah5.935249
Shun6.035941
Kage5.834729
Dural5.73444
Jean6.33768
Eileen5.834617
Taka5.432611
Lei Fei6.237217
Vanessa5.834615

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

Akira70294141.4%+0.3
Aoi46182839.1%-4.4
Wolf33102330.3%-12.3
Brad30151550.0%+7.5
Jacky30131743.3%+2.9
Pai29111837.9%-6.2
Goh24121250.0%+2.4
Jeffry2391439.1%-0.4
Lion2291340.9%-3.7
El Blaze1881044.4%+9.2
Lau178947.1%+6.7
Sarah128466.7%+24.7
Shun104640.0%+10.1
Kage83537.5%-19.1
Dural62433.3%-5.2
Jean62433.3%-5.2
Eileen51420.0%-26.0
Taka53260.0%+26.0
Lei Fei43175.0%+11.7
Vanessa42250.0%-11.5

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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 Fence58253343.1%-0.2
Breakable Full Fence51183335.3%-6.1
Low Fence46163034.8%-7.6
Breakable Half Fence44192543.2%+3.4
Octagon38122631.6%-10.5
Open37181948.6%+10.3
Half Fence35211460.0%+14.5
Single Wall3492526.5%-20.2
Rectangle25121348.0%+5.3
Full Fence and Open126650.0%+7.1

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls25142.6%42.3%+0.3
No walls11736.8%41.8%-5.1

Walls against open: +5.4 points (95% range -5.5 to +16.2), p 0.332 — 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

三輪ですが@SRGM (Rank 24)2026/08/0472528.6%
super_style (Rank 21)2026/08/0476185.7%
しろ☆おび。 (Rank 25)2026/07/3064266.7%
nekota (Rank 24)2026/07/27126650.0%
chimichama (Rank 21)2026/07/2752340.0%
CHASER (Rank 23)2026/07/2694544.4%
こて (Rank 26)2026/07/2393633.3%
yujiberra (Rank 21)2026/07/2096366.7%
kimxxxtt (Rank 23)2026/07/14104640.0%
委員ちょ (Rank 21)2026/07/0486275.0%
kobaman (Rank 26)2026/06/2265183.3%
mokoha_jean (Rank 22)2026/06/21550100.0%
shinkita (Rank 23)2026/06/21104640.0%
*NIL-NEON* (Rank 22)2026/06/2164266.7%
headup11 (Rank 27)2026/06/20113827.3%
gimoring (Rank 25)2026/06/1443175.0%
manekinecogames (Rank 21)2026/06/1373442.9%
パニガーレ (Rank 24)2026/06/1393633.3%
TaKaArAsHi573 (Rank 22)2026/06/0253260.0%
dalmax72 (Rank 23)2026/05/3175271.4%
kinoppy0126 (Rank 21)2026/05/2563350.0%
ZR615C (Rank 24)2026/05/2572528.6%
HoAssYoAss (Rank 24)2026/05/1661516.7%
T-J-J (Rank 24)2026/05/1472528.6%
totoronooheso (Rank 21)2026/05/1142250.0%

Round openings

Every character

NirentotsuPP into Nirentotsu OuchuPPP20512.9%
punchP1428.9%
crouch dash back into Hou'oushu3P1086.8%
Kusanagi2K+G1066.7%
Sou'unha66K925.8%
crouch dash back into crouch815.1%
punchP into NirentotsuPP664.1%
evade up553.5%
crouch dash back into evade down352.2%
evade up into Sou'unha66K311.9%
Sayo'arashiP+K241.5%
Tenchi In'youP+K+G231.4%
crouch dash back into Ryusen Soushou39P+KP231.4%
evade up into Sodeshinken33P+K231.4%
Ouda6P+K221.4%

178 further openings account for the other 557 rounds.

Aoi

Career
1,228–1,517 · 44.7%
This season
397 matches · 42.8%
Peak rank
25

First hit in 51.9% of 1,543 rounds. Won 49.3% of the rounds they struck first, 43.7% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 69.5% of rounds, against 50.9% in their other rounds.
  • Against El Blaze: waits first in 8.1% of rounds, against 2.2% against everyone else.
  • In round 1: opens with “PP Nirentotsu into PPP Nirentotsu Ouchu” in 21.4% of rounds, against 10.2% in their other rounds.
  • After opening the round before with “PP Nirentotsu into PPP Nirentotsu Ouchu”: opens with “crouch dash back into 3P Hou'oushu” in 15.5% of rounds, against 6.5% after anything else.

How is this tested?

NirentotsuPP into Nirentotsu OuchuPPP20513.1%
punchP1408.9%
crouch dash back into Hou'oushu3P1086.9%
Kusanagi2K+G1066.8%
Sou'unha66K925.9%
crouch dash back into crouch815.2%
punchP into NirentotsuPP664.2%
evade up533.4%
crouch dash back into evade down352.2%
evade up into Sou'unha66K312.0%
Sayo'arashiP+K241.5%
Tenchi In'youP+K+G231.5%
crouch dash back into Ryusen Soushou39P+KP231.5%
evade up into Sodeshinken33P+K231.5%
Ouda6P+K221.4%

165 further openings account for the other 538 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira20–21 · 49%3–14 · 18%too few to test
Aoi8–15 · 35%10–10 · 50%too few to test
Wolf7–18 · 28%2–5 · 29%too few to test
Brad8–7 · 53%5–6 · 45%too few to test
Jacky8–11 · 42%1–3 · 25%too few to test
Pai7–12 · 37%4–6 · 40%too few to test
Goh10–4 · 71%1–7 · 12%too few to test
Jeffry7–13 · 35%2–0 · 100%too few to test
Lion7–9 · 44%2–3 · 40%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?

Goh

Career
44–113 · 28.0%
This season
5 matches · 0.0%
Peak rank
12

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP313.0%
Kokuryusatsu Ichi46P+K28.7%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G28.7%
backdash into Sune Kudaki43P28.7%
evade up28.7%
punchP28.7%
Kusabigeri2K into Raikou3P14.3%
Maegeri3K into Batousatsu3KP14.3%
Soukyu46P14.3%
Sune'uchi2P14.3%
Tsukikage6K14.3%
backdash into Kirin33P14.3%
crouch dash back into Batousatsu3KP14.3%
crouch into Kirin33P14.3%
crouch into Kusabigeri2K14.3%

1 further openings account for the other 1 rounds.

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: 4 of 15 tests hold up
  • Goh: not tested (too few rounds)