VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

ウタコ

Career matches12,658
Career win rate42.2%
Round win rate49.4%
Peak rank36
Distinct opponents240
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1562 #1,588 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

Aoi3612,6575,3487,30942.2%
Jeffry—1010.0%

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

939 of 2,016 rounds counted

7.7 inputs a second (463 a minute) this season. Faster than 65% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi7.7463939

By opponent's character

Wolf7.746169
Jeffry7.746466
Akira7.947397
Sarah7.846892
Shun7.846988
Aoi7.041927
Jacky7.444276
Pai7.746230
Lau7.645949
Kage7.645599
Brad8.249265
Goh7.847138
Jean7.444445
Lion7.846541
El Blaze8.248914
Vanessa7.746015
Eileen8.14885
Lei Fei8.048015
Taka9.15445
Dural8.65163

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

Wolf58273146.5%-3.2
Jeffry52163630.8%-10.5
Akira49242549.0%+0.5
Sarah38251365.8%+17.2
Shun36142238.9%-12.1
Aoi34181652.9%+1.0
Jacky34151944.1%-4.2
Pai34191555.9%+10.7
Lau29151451.7%+11.5
Kage27151255.6%+7.2
Brad26161061.5%+14.8
Goh1971236.8%-12.2
Jean147750.0%+1.7
Lion147750.0%+3.0
El Blaze124833.3%-13.0
Vanessa82625.0%-22.1
Eileen64266.7%+22.6
Lei Fei62433.3%-23.8
Taka3030.0%-46.5
Dural1010.0%-36.8

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.

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 Fence63352855.6%+5.3
Breakable Half Fence58322655.2%+8.6
Octagon58233539.7%-7.4
Rectangle57273047.4%+1.2
Breakable Full Fence52213140.4%-5.3
Half Fence52232944.2%-5.2
Open51272452.9%+5.8
Low Fence44212347.7%+1.9
Single Wall30171356.7%+9.2
Full Fence and Open1971236.8%-9.7

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls34047.4%47.6%-0.2
No walls12552.0%47.2%+4.8

Walls against open: -5.0 points (95% range -15.0 to +4.9), p 0.319 — 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

n-nova06 (Rank 31)2026/08/1975271.4%
striker0123 (Rank 29)2026/07/1962433.3%
カミナリおやじ (Rank 29)2026/07/1141325.0%
アルコール中学 (Rank 29)2026/07/045050.0%
gzwiz53 (Rank 27)2026/07/0475271.4%
E-BB1 (Rank 27)2026/07/0442250.0%
HIROCHILL (Rank 28)2026/06/1553260.0%
ガリバー (Rank 29)2026/06/0952340.0%
gairoku88 (Rank 30)2026/06/0472528.6%
雷電 (Rank 28)2026/05/304040.0%
Cap2007 (Rank 26)2026/05/3074357.1%
イチゲン (Rank 26)2026/05/2963350.0%
kobaman (Rank 26)2026/05/2842250.0%
bh_iflg (Rank 30)2026/05/2842250.0%
crazy7infinty (Rank 26)2026/05/2643175.0%
ま~く (Rank 30)2026/05/2562433.3%
orz (Rank 28)2026/05/2564266.7%
sakana5106 (Rank 24)2026/05/1295455.6%
楽天アキラ (Rank 29)2026/05/0962433.3%
μ (Rank 25)2026/05/0752340.0%
え~る (Rank 23)2026/05/0743175.0%
tubaki_ok (Rank 27)2026/04/1852340.0%
NORESPECT (Rank 28)2026/04/1852340.0%
暴れん棒2nd (Rank 26)2026/04/0242250.0%
TECHNIgotty (Rank 28)2026/03/2841325.0%

Round openings

Aoi

Career
5,348–7,309 · 42.2%
This season
500 matches · 47.4%
Peak rank
36

First hit in 54.4% of 2,003 rounds. Won 51.9% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 7.6% of rounds, against 2.6% in their other rounds.
  • Against Wolf: evades first in 25.5% of rounds, against 4.6% against everyone else.
  • After opening the round before by evading: evades first in 15.4% of rounds, against 5.6% after anything else.
  • After the opponent opened the round before by waiting: moves in first in 5.9% of rounds, against 2.0% after anything else.
  • After losing a round: attacks straight away in 53.5% of rounds, against 34.1% after winning one.
  • When behind: attacks straight away in 50.6% of rounds, against 37.7% when ahead or level.
  • In round 4 or later: opens with “66K Sou'unha” in 18.6% of rounds, against 12.0% in their other rounds.
  • Against Akira: opens with “P+K+G Tenchi In'you” in 17.2% of rounds, against 5.3% against everyone else.
  • After opening the round before with “crouch dash back into evade down”: opens with “crouch dash back into evade down” in 18.2% of rounds, against 9.3% after anything else.
  • After losing a round: opens with “66K Sou'unha” in 23.6% of rounds, against 9.6% after winning one.
  • When behind: opens with “6P+K Ouda into 6P+KP Oushu Hiji'ate” in 12.4% of rounds, against 4.4% when ahead or level.

How is this tested?

Sou'unha66K27713.7%
crouch dash back into evade down23811.8%
crouch into Kusanagi2K+G23211.5%
Ouda6P+K into Oushu Hiji'ate6P+KP1698.4%
Tenchi In'youP+K+G1316.5%
backdash into guardG1025.0%
guardG into Tenchi In'youP+K+G914.5%
crouch dash back into NirentotsuPP442.2%
Kusanagi2K+G412.0%
evade up into crouch dash back281.4%
crouch dash forward into evade down251.2%
backdash into NirentotsuPP231.1%
crouch dash back into Hou'oushu3P221.1%
throwP+G221.1%
evade down into guardG211.0%

172 further openings account for the other 552 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf21–25 · 46%5–3 · 62%too few to test
Jeffry11–22 · 33%4–9 · 31%too few to test
Akira14–13 · 52%9–12 · 43%too few to test
Sarah18–10 · 64%7–1 · 88%too few to test
Shun8–14 · 36%4–4 · 50%too few to test
Aoi17–14 · 55%1–2 · 33%too few to test
Jacky7–10 · 41%8–7 · 53%too few to test
Pai13–13 · 50%6–2 · 75%too few to test
Lau11–9 · 55%2–3 · 40%too few to test
Kage12–7 · 63%1–2 · 33%too few to test
Brad7–9 · 44%7–1 · 88%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 (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: 11 of 15 tests hold up