VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

によ

  • Wolf
Career matches1,409
Career win rate45.4%
Round win rate48.1%
Peak rank26
Distinct opponents29
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1358 #2,884 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

Aoi261,10652857847.7%
Wolf2230311219137.0%

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

108 of 320 rounds counted

8.7 inputs a second (524 a minute) this season. Faster than 83% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi9.154657
Wolf8.350151

By opponent's character

Akira9.255145
Sarah8.048211
Jacky8.751912
Wolf8.551016
Aoi8.852612
Lion8.249012

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

Akira29181162.1%+11.0
Sarah127558.3%+19.3
Jeffry87187.5%+27.4
Jacky7070.0%-52.9
Wolf61516.7%-15.4
Aoi42250.0%+5.8
Lion3030.0%-54.7
Shun31233.3%-0.2
Kage2020.0%-47.9
Lei Fei21150.0%+10.4
Goh110100.0%+40.6

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

Half Fence1991047.4%+0.5
Single Wall116554.5%+4.6
Octagon95455.6%+1.5
Rectangle82625.0%-16.8
Breakable Full Fence73442.9%-0.4
Full Fence and Open61516.7%-33.2
Full Fence54180.0%+23.5
Open41325.0%-42.5
Breakable Half Fence330100.0%+45.4
Low Fence110100.0%+54.6

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
Walls5151.0%48.3%+2.7
No walls1650.0%54.0%-4.0

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

スタンプジャンパー (Rank 22)2026/10/16220100.0%
t4a (Rank 24)2026/10/13330100.0%
Martin1833 (Rank 26)2026/08/0232166.7%
a39611619 (Rank 21)2026/07/262020.0%
mokoha_jean (Rank 22)2026/06/2164266.7%
あつあげ (Rank 28)2026/05/3121150.0%
攻撃j (Rank 20)2026/05/294040.0%
Railly'25 (Rank 23)2026/05/2831233.3%
造り酒屋の御曹司 (Rank 24)2026/05/14110100.0%
白☆髭 (Rank 27)2026/05/1131233.3%
kimxxxtt (Rank 23)2026/05/102020.0%
minato (Rank 21)2026/05/10220100.0%
ずーさんZOOWOLF (Rank 24)2026/04/252020.0%
Gun-Interceptor (Rank 26)2026/04/222020.0%
gimoring (Rank 24)2026/04/2294544.4%
mmmsm (Rank 27)2026/04/182020.0%
MatStar (Rank 22)2026/04/1254180.0%
mochi2_0918 (Rank 26)2026/04/121010.0%
Fuji_Atsuka (Rank 21)2026/03/31110100.0%
VirtuaLi-on (Rank 24)2026/03/3121150.0%
Nox (Rank 21)2026/03/31110100.0%
a_h_i_k_o (Rank 27)2026/03/3131233.3%
暴れん棒2nd (Rank 24)2026/03/302020.0%
*ふゆもえ (Rank 15)2026/03/2854180.0%
penta (Rank 21)2026/03/2854180.0%

Round openings

Every character

Shinchuzuki (Deflect)236P+K3511.6%
Kusanagi2K+G247.9%
Tsukiashibarai1P196.3%
backdash into Sou'unha66K134.3%
backdash into evade down124.0%
backdash into guardG113.6%
crouch dash back into evade down93.0%
Inshou43P+K82.6%
Jousei Ryusenshou214P+K82.6%
Tenchi In'youP+K+G82.6%
backdash into Hou'oushu3P62.0%
Sou'unha66K51.6%
backdash into Koromoguruma66P51.6%
backdash into backward movement51.6%
Koromoguruma66P41.3%

82 further openings account for the other 131 rounds.

Counted from 73 of the 77 matches played. The rest were not pulled for openings.

Aoi

Career
528–578 · 47.7%
This season
63 matches · 54.0%
Peak rank
26

First hit in 50.4% of 260 rounds. Won 51.1% of the rounds they struck first, 49.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shinchuzuki (Deflect)236P+K3513.5%
Kusanagi2K+G249.2%
Tsukiashibarai1P197.3%
backdash into Sou'unha66K135.0%
backdash into evade down114.2%
Inshou43P+K83.1%
Jousei Ryusenshou214P+K83.1%
Tenchi In'youP+K+G83.1%
backdash into guardG83.1%
crouch dash back into evade down72.7%
backdash into Hou'oushu3P62.3%
Sou'unha66K51.9%
backdash into Koromoguruma66P51.9%
Koromoguruma66P41.5%
Koromoguruma66P into forward movement41.5%

59 further openings account for the other 95 rounds.

Counted from 61 of the 63 matches played. The rest were not pulled for openings.

Wolf

Career
112–191 · 37.0%
This season
14 matches · 28.6%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Drop Kick62K49.3%
Knee Lift6K37.0%
R.A.W. AvengerP+K+G37.0%
backdash into guardG37.0%
R.A.W. AvengerP+K+G into throwP+G24.7%
Screw Hook63214P into Screw Lariat63214PP24.7%
backdash into Savate4K24.7%
crouch dash back into evade down24.7%
Comet Hook1P into Knuckle Part1PP12.3%
Kenka Kick1K+G12.3%
Quick Shoulder66P+K12.3%
Quick Shoulder66P+K into forward dash12.3%
Regret Discharge33P+K12.3%
backdash into Elbow Butt4P12.3%
backdash into Face Lift Kick3K12.3%

15 further openings account for the other 15 rounds.

Counted from 12 of the 14 matches played. The rest were not pulled for openings.

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)
  • Wolf: not tested (too few rounds)