VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

mochi2_0918

Career matches6,219
Career win rate50.1%
Round win rate48.8%
Peak rank28
Distinct opponents329
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1409 #2,606 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

Aoi286,2193,1143,10550.1%

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

1,682 of 2,873 rounds counted

4.7 inputs a second (283 a minute) this season. Faster than 1% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi4.72831,682

By opponent's character

Jacky4.8289180
Akira4.7282180
Aoi4.8291186
Wolf4.7285168
Jeffry4.728266
Pai4.8286123
Kage4.7281127
Brad4.627774
Shun4.527245
Sarah4.8287100
Goh4.828774
Lau4.627556
Jean4.527071
Vanessa4.929644
Lion4.627735
Lei Fei4.627840
El Blaze4.829141
Eileen4.325625
Dural4.829028
Taka4.225419

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

Jacky72343847.2%-0.4
Akira64362856.2%+6.2
Aoi63372658.7%+5.8
Wolf59312852.5%+8.9
Jeffry55243143.6%-7.0
Pai48222645.8%-5.0
Kage43152834.9%-11.5
Brad38142436.8%-7.1
Shun36162044.4%-5.1
Sarah35171848.6%+3.9
Goh3224875.0%+22.9
Lau29111837.9%-13.3
Jean25121348.0%-1.3
Vanessa25151060.0%+10.3
Lion23111247.8%-0.3
Lei Fei2012860.0%+11.3
El Blaze1941521.1%-28.3
Eileen124833.3%-13.5
Dural105550.0%+9.7
Taka84450.0%+2.2

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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 Fence86444251.2%+2.5
Rectangle79354444.3%-5.9
Half Fence78413752.6%+2.3
Single Wall77403752.0%+5.0
Open76364047.4%-0.1
Breakable Full Fence70333747.1%+2.0
Low Fence67333449.2%-0.5
Breakable Half Fence64313348.4%+1.4
Octagon62323051.6%+2.3
Full Fence and Open32141843.8%-4.7

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
Walls43949.2%48.6%+0.6
No walls22049.5%48.1%+1.4

Walls against open: -0.8 points (95% range -10.0 to +8.4), p 0.867 — 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

spacejamplus (Rank 26)2026/09/2252340.0%
QUASI (Rank 24)2026/09/2254180.0%
asteroid-belt777 (Rank 24)2026/09/2263350.0%
BANANA (Rank 30)2026/09/1451420.0%
moroQamazingdelicious (Rank 26)2026/09/1454180.0%
けつ毛バーガーking (Rank 24)2026/09/1393633.3%
紫荆一头牛 (Rank 24)2026/09/1374357.1%
yoshi21cc (Rank 28)2026/09/1353260.0%
bar_runheim (Rank 21)2026/09/0854180.0%
スッポンパワー (Rank 24)2026/09/0663350.0%
TAIDADA (Rank 26)2026/09/0653260.0%
CELIS (Rank 28)2026/08/3165183.3%
pulpul-pulse (Rank 29)2026/08/3075271.4%
sawanoturu (Rank 26)2026/08/3063350.0%
nasumiso (Rank 30)2026/08/3053260.0%
buenosuzonde865 (Rank 28)2026/07/0362433.3%
midori6127 (Rank 25)2026/06/0465183.3%
MELTBUTTER (Rank 29)2026/06/0452340.0%
xXsoul-childXx (Rank 26)2026/05/3153260.0%
GaaMANジール (Rank 26)2026/05/1553260.0%
hahaha (Rank 26)2026/05/1576185.7%
siesuu (Rank 28)2026/05/15102820.0%
kim_ten69 (Rank 27)2026/05/1562433.3%
ginchuwan (Rank 29)2026/05/1553260.0%
ロデム (Rank 29)2026/05/0651420.0%

Round openings

Aoi

Career
3,114–3,105 · 50.1%
This season
716 matches · 48.6%
Peak rank
28

First hit in 43.6% of 2,861 rounds. Won 51.8% of the rounds they struck first, 46.6% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 18.5% of rounds, against 8.4% in their other rounds.
  • Against Vanessa: moves in first in 26.0% of rounds, against 7.6% against everyone else.
  • After opening the round before by waiting: waits first in 14.7% of rounds, against 5.4% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 12.6% of rounds, against 7.4% after anything else.
  • When the score is level: backs off first in 15.0% of rounds, against 8.7% when ahead or behind.
  • In round 4 or later: opens with “backdash into 2K+G Kusanagi” in 9.3% of rounds, against 3.6% in their other rounds.
  • Against Pai: opens with “2P+K down punch+kick” in 29.3% of rounds, against 3.3% against everyone else.
  • After opening the round before with “2P+K down punch+kick”: opens with “2P+K down punch+kick” in 18.7% of rounds, against 3.6% after anything else.
  • When the score is level: opens with “backdash into 2K+G Kusanagi” in 8.6% of rounds, against 4.5% when ahead or behind.

How is this tested?

Chudan Hiji'ate6P2298.0%
Ougimai4P into Ougimai~Tachikaze4PK1896.6%
backdash into Kusanagi2K+G1445.0%
down punch+kick2P+K1445.0%
down-back kick+guard1K+G1224.2%
evade down into Sou'unha66K1224.2%
forward movement into punchP1053.6%
down-back punch+kick1P+K933.2%
Hou'oushu3P822.9%
backdash into Ogamigeri4K+G792.8%
Ouda6P+K into Oushu Hiji'ate6P+KP732.5%
Kusanagi2K+G652.3%
Tenchi In'youP+K+G642.2%
ShigureK+G612.1%
Shinchuzuki (Deflect)236P+K521.8%

215 further openings account for the other 1,250 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky23–23 · 50%9–13 · 41%too few to test
Akira24–17 · 59%7–8 · 47%too few to test
Aoi25–17 · 60%11–7 · 61%too few to test
Wolf19–17 · 53%11–9 · 55%too few to test
Jeffry13–23 · 36%11–6 · 65%too few to test
Pai11–13 · 46%6–8 · 43%too few to test
Kage5–17 · 23%8–6 · 57%too few to test
Brad12–14 · 46%2–8 · 20%too few to test
Shun10–10 · 50%5–8 · 38%too few to test
Sarah10–11 · 48%6–5 · 55%too few to test
Goh12–2 · 86%9–6 · 60%too few to test
Lau7–14 · 33%4–2 · 67%too few to test
Jean4–9 · 31%8–4 · 67%too few to test
Vanessa13–7 · 65%2–3 · 40%too few to test
Lion8–6 · 57%2–4 · 33%too few to test
Lei Fei9–5 · 64%3–2 · 60%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?

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