VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

ほーげつ

  • Pai
  • Sarah
  • Eileen
Career matches7,977
Career win rate47.4%
Round win rate49.5%
Peak rank30
Distinct opponents443
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1391 #2,697 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

Aoi307,2193,4223,79747.4%
Pai2546422124347.6%
Eileen23170779345.3%
Sarah23124646051.6%

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

4,101 of 5,928 rounds counted

5.7 inputs a second (342 a minute) this season. Faster than 12% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.83463,751
Pai4.929196
Sarah5.0302197
Eileen5.633857

By opponent's character

Akira5.6337484
Wolf5.9352474
Jacky5.8345392
Pai5.9353324
Aoi5.7340308
Jeffry5.6335188
Sarah5.7342238
Lion5.8345229
Shun5.6334210
Goh5.6335181
Jean5.7344172
Kage5.7342145
Brad5.5331140
Lau5.7340169
El Blaze5.8349135
Vanessa5.834572
Lei Fei5.7340116
Eileen5.835078
Dural5.331517
Taka5.030329

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

Akira161778447.8%-2.0
Wolf143756852.5%+2.1
Jacky133637047.4%-2.1
Pai120615950.8%+1.2
Aoi118694958.5%+5.2
Jeffry99445544.4%-1.6
Sarah92543858.7%+9.4
Lion74363848.6%-6.7
Shun71274438.0%-8.6
Goh67323547.8%-2.6
Jean66382857.6%+10.8
Kage57332457.9%+2.5
Brad53153828.3%-15.7
Lau52272551.9%+4.0
El Blaze43192444.2%-5.0
Vanessa36171947.2%-0.4
Lei Fei34161847.1%-2.9
Eileen2620676.9%+24.8
Dural113827.3%-17.2
Taka103730.0%-22.9

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 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

Open194979750.0%-1.9
Breakable Half Fence171799246.2%-2.9
Rectangle152718146.7%-4.0
Half Fence146737350.0%+4.9
Single Wall144766852.8%+2.4
Octagon138627644.9%-8.7
Breakable Full Fence137706751.1%+2.5
Full Fence116546246.5%-0.2
Low Fence113654857.5%+7.5
Full Fence and Open80413951.2%+1.6

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
Walls86047.6%48.9%-1.3
No walls45152.8%51.0%+1.7

Walls against open: -3.0 points (95% range -8.8 to +2.7), p 0.301 — 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

chimichama (Rank 22)2026/10/18108280.0%
獣王(設定2) (Rank 31)2026/10/18105550.0%
ゅろぽ (Rank 25)2026/10/1195455.6%
seobin_papa (Rank 30)2026/10/1195455.6%
be-shedded (Rank 29)2026/10/11116554.5%
肉彦さん☆彡 (Rank 30)2026/10/11105550.0%
金田一の少年 (Rank 27)2026/10/0583537.5%
Garuyan (Rank 29)2026/10/041210283.3%
44884 (Rank 31)2026/10/041531220.0%
失礼!スマッシュ☆彡 (Rank 27)2026/09/271812666.7%
鳩男 (Rank 28)2026/09/26116554.5%
ShieldHolder (Rank 27)2026/09/1285362.5%
BANANA (Rank 30)2026/09/06106460.0%
PinMen (Rank 28)2026/09/0593633.3%
rocketopunch (Rank 31)2026/08/3191811.1%
fdjskjfsdls (Rank 27)2026/08/24104640.0%
TaKaArAsHi573 (Rank 27)2026/08/2295455.6%
NEKOz (Rank 25)2026/07/291310376.9%
え~る (Rank 30)2026/07/1681712.5%
ありがとナス (Rank 26)2026/07/0682625.0%
striker0123 (Rank 29)2026/06/271551033.3%
kuni_sato (Rank 26)2026/06/2685362.5%
gans.sk602 (Rank 31)2026/06/13105550.0%
all'arrabbiata563 (Rank 29)2026/05/24103730.0%
ちび-G (Rank 29)2026/05/24102820.0%

Round openings

Every character

crouch into Kusanagi2K+G62711.5%
Tenchi In'youP+K+G54710.1%
backdash into Soushouda46P+K3165.8%
Sou'unha66K2174.0%
NirentotsuPP into Nirentotsu OuchuPPP2154.0%
backdash into guardG2043.8%
evade up1953.6%
backdash into Tenchi In'youP+K+G1462.7%
backdash into ShigureK+G1232.3%
backdash into Nami'okoshi3K+G991.8%
crouch into down-back kick1K991.8%
backdash into Raijinha6K891.6%
Honshin Soukyaku1K+G801.5%
backdash into Maegeri3K691.3%
evade down641.2%

343 further openings account for the other 2,345 rounds.

Counted from 1,341 of the 1,401 matches played. The rest were not pulled for openings.

Aoi

Career
3,422–3,797 · 47.4%
This season
1,190 matches · 50.4%
Peak rank
30

First hit in 48.9% of 4,557 rounds. Won 54.0% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 43.5% of rounds, against 35.9% in their other rounds.
  • Against Wolf: evades first in 21.4% of rounds, against 4.6% against everyone else.
  • After opening the round before by evading: evades first in 15.6% of rounds, against 5.6% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 7.8% of rounds, against 3.9% after anything else.
  • After losing a round: waits first in 21.6% of rounds, against 10.8% after winning one.
  • When behind: waits first in 21.6% of rounds, against 12.9% when ahead or level.
  • In round 4 or later: opens with “PP Nirentotsu into PPP Nirentotsu Ouchu” in 7.9% of rounds, against 3.5% in their other rounds.
  • Against Jean: opens with “PP Nirentotsu into PPP Nirentotsu Ouchu” in 16.1% of rounds, against 4.1% against everyone else.
  • After opening the round before with “PP Nirentotsu into PPP Nirentotsu Ouchu”: opens with “PP Nirentotsu into PPP Nirentotsu Ouchu” in 13.7% of rounds, against 5.2% after anything else.
  • After losing a round: opens with “crouch into 2K+G Kusanagi” in 18.0% of rounds, against 8.1% after winning one.
  • When behind: opens with “crouch into 2K+G Kusanagi” in 17.7% of rounds, against 9.9% when ahead or level.

How is this tested?

crouch into Kusanagi2K+G62713.6%
Tenchi In'youP+K+G54711.9%
backdash into Soushouda46P+K3166.9%
Sou'unha66K2174.7%
NirentotsuPP into Nirentotsu OuchuPPP2154.7%
backdash into guardG1593.5%
backdash into Tenchi In'youP+K+G1463.2%
backdash into ShigureK+G1232.7%
evade up1062.3%
backdash into Nami'okoshi3K+G992.1%
backdash into Raijinha6K891.9%
backdash into Maegeri3K691.5%
backdash into Shizuriyuki6K+G611.3%
backdash into Sou'unha66K591.3%
crouch into down-back kick+guard1K+G591.3%

244 further openings account for the other 1,704 rounds.

Counted from 1,130 of the 1,190 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
Akira32–31 · 51%24–23 · 51%-3.9
Wolf33–31 · 52%9–14 · 39%too few to test
Aoi34–24 · 59%16–10 · 62%too few to test
Pai33–27 · 55%12–8 · 60%too few to test
Jacky30–29 · 51%11–17 · 39%too few to test
Jeffry7–20 · 26%19–12 · 61%too few to test
Sarah24–15 · 62%14–12 · 54%too few to test
Lion20–25 · 44%10–8 · 56%too few to test
Shun14–23 · 38%6–12 · 33%too few to test
Goh16–16 · 50%7–8 · 47%too few to test
Jean17–10 · 63%12–5 · 71%too few to test
Kage13–11 · 54%13–6 · 68%too few to test
Brad6–20 · 23%2–10 · 17%too few to test
Lau12–13 · 48%9–3 · 75%too few to test
El Blaze8–14 · 36%5–6 · 45%too few to test
Lei Fei6–12 · 33%4–1 · 80%too few to test
Vanessa11–10 · 52%0–2 · 0%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.

60 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?

Pai

Career
221–243 · 47.6%
This season
211 matches · 44.5%
Peak rank
25

First hit in 46.2% of 836 rounds. Won 48.5% of the rounds they struck first, 42.0% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: waits first in 31.2% of rounds, against 18.2% in their other rounds.
  • Against Wolf: evades first in 43.2% of rounds, against 18.5% against everyone else.
  • When ahead: attacks straight away in 40.3% of rounds, against 28.5% when level or behind.
  • In round 4 or later: opens with “crouch into 1K down-back kick” in 21.2% of rounds, against 8.7% in their other rounds.
  • After losing a round: opens with “crouch into 1K down-back kick” in 16.5% of rounds, against 10.6% after winning one.
  • When the score is level: opens with “crouch into 2KK Renka Sentai” in 14.6% of rounds, against 5.6% when ahead or behind.

How is this tested?

crouch into down-back kick1K9911.8%
evade up8910.6%
Honshin Soukyaku1K+G809.5%
Souanshou3P+K526.2%
crouch into Renka Sentai2KK495.8%
backdash into guardG455.4%
Kochoukyaku4K+G273.2%
backdash into Tenshin Oushoushou46P+K242.9%
evade down192.3%
evade up into Enbikyaku3K+G192.3%
backdash into Kochoukyaku4K+G141.7%
Ensei Haijinkyaku7K+G111.3%
crouch into Ensei Haikyaku4K111.3%
backdash101.2%
Soukasui3P into Souka Senpukyaku3PK91.1%

115 further openings account for the other 281 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky7–13 · 35%5–6 · 45%too few to test
Akira6–12 · 33%1–2 · 33%too few to test
Wolf8–7 · 53%6–1 · 86%too few to test
Jeffry3–8 · 27%3–3 · 50%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?

Not counted here: Eileen, Sarah. Their matches 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 (33 here; about 1.7 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: 11 of 18 tests hold up
  • Pai: 6 of 15 tests hold up