VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

はんたけ

Career matches6,585
Career win rate45.1%
Round win rate47.3%
Peak rank24
Distinct opponents356
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1309 #3,084 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

Aoi246,5852,9723,61345.1%

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

2,084 of 3,123 rounds counted

5.5 inputs a second (333 a minute) this season. Faster than 9% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.53332,084

By opponent's character

Akira5.5328351
Jacky5.7343191
Aoi5.6333157
Wolf5.8346159
Sarah5.8348139
Kage5.0300144
Jeffry5.734291
Pai5.533369
Shun5.4324127
Lion5.533384
Goh5.734290
Brad5.734085
El Blaze5.734258
Vanessa5.633449
Jean5.633873
Lau5.532954
Lei Fei5.231263
Eileen5.532943
Taka5.633523
Dural5.533234

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

Akira135627345.9%-1.0
Jacky71333846.5%+0.3
Aoi64253939.1%-5.0
Wolf62273543.5%+1.5
Sarah43202346.5%+4.5
Kage41182343.9%-4.3
Jeffry39162341.0%-5.7
Pai38172144.7%+3.1
Shun38231560.5%+9.2
Lion35132237.1%-10.0
Goh34181652.9%+10.9
Brad29161355.2%+3.6
El Blaze2691734.6%-11.1
Vanessa24111345.8%-1.0
Jean2281436.4%-12.5
Lau2112957.1%+8.2
Lei Fei1871138.9%-5.9
Eileen1711664.7%+17.7
Taka1510566.7%+16.6
Dural93633.3%-11.4

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

Low Fence86355140.7%-7.6
Breakable Full Fence85364942.4%-1.7
Rectangle82453754.9%+5.7
Breakable Half Fence81344742.0%-2.7
Half Fence80384247.5%+1.2
Full Fence76383850.0%+5.3
Single Wall73314242.5%-3.3
Octagon72383452.8%+8.3
Open71294240.9%-6.5
Full Fence and Open39122730.8%-11.9

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
Walls47648.1%45.8%+2.3
No walls23041.3%46.6%-5.3

Walls against open: +7.6 points (95% range -0.1 to +15.3), p 0.053 — 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

unknown (Rank 24)2026/10/17116554.5%
neco (Rank 24)2026/09/302219386.4%
ASSERT(m_pThink); (Rank 21)2026/09/2975271.4%
cs2skoda (Rank 24)2026/09/1775271.4%
おばサラ (Rank 25)2026/09/17104640.0%
なっちゃんねる (Rank 27)2026/09/15105550.0%
emespink (Rank 26)2026/09/1563350.0%
トローリロートル (Rank 21)2026/09/1595455.6%
G13 (Rank 22)2026/09/0664266.7%
你是来拉屎的吗 (Rank 21)2026/08/28137653.9%
SOLA (Rank 22)2026/08/2864266.7%
G.S (Rank 22)2026/08/24117463.6%
天道酬勤 (Rank 21)2026/08/2463350.0%
6132da (Rank 24)2026/08/1863350.0%
super_style (Rank 23)2026/08/0575271.4%
じゃきぱい (Rank 23)2026/08/05119281.8%
omuretukun (Rank 22)2026/08/0363350.0%
yasai (Rank 21)2026/07/2286275.0%
Frankster35 (Rank 23)2026/07/1961516.7%
chimichama (Rank 21)2026/07/14117463.6%
MaxMuncy (Rank 23)2026/06/2163350.0%
鳶飛戾天,魚躍於淵 (Rank 25)2026/06/1971614.3%
マッスルトマト (Rank 26)2026/06/1864266.7%
manekinecogames (Rank 21)2026/06/1894544.4%
wh-ida2 (Rank 24)2026/06/0763350.0%

Round openings

Aoi

Career
2,972–3,613 · 45.1%
This season
781 matches · 46.0%
Peak rank
24

First hit in 54.2% of 3,048 rounds. Won 49.3% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 14.8% of rounds, against 6.5% in their other rounds.
  • Against Akira: waits first in 21.0% of rounds, against 6.0% against everyone else.
  • After opening the round before by backing off: backs off first in 75.8% of rounds, against 57.0% after anything else.
  • After the opponent opened the round before by moving in: waits first in 10.7% of rounds, against 6.0% after anything else.
  • After losing a round: waits first in 8.1% of rounds, against 4.7% after winning one.
  • When behind: evades first in 22.9% of rounds, against 19.8% when ahead or level.
  • After being hit first in the round before: attacks straight away in 3.3% of rounds, against 1.9% after landing the first hit.
  • In round 1: opens with “G guard” in 12.2% of rounds, against 4.9% in their other rounds.
  • Against Akira: opens with “G guard” in 16.4% of rounds, against 4.7% against everyone else.
  • After opening the round before with “backdash into G guard”: opens with “backdash into G guard” in 31.8% of rounds, against 5.2% after anything else.
  • After losing a round: opens with “G guard” in 6.3% of rounds, against 3.4% after winning one.
  • When the score is level: opens with “backdash into G guard” in 8.2% of rounds, against 6.0% when ahead or behind.

How is this tested?

crouch dash back into evade down64521.1%
crouch dash back into guardG38612.6%
backdash into guardG2126.9%
guardG2056.7%
crouch dash back into Kusanagi2K+G1665.4%
evade up into guardG1334.3%
evade down into guardG1254.1%
evade down into crouch dash back1183.9%
crouch dash back into punchP842.7%
crouch dash back732.4%
backdash into Kusanagi2K+G521.7%
crouch dash back into crouch461.5%
backdash into backward movement431.4%
crouch dash back into Tenchi In'youP+K+G371.2%
crouch dash back into Tsukiashibarai1P361.2%

168 further openings account for the other 702 rounds.

Counted from 765 of the 781 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
Akira43–44 · 49%14–24 · 37%+8.5
Jacky20–22 · 48%7–12 · 37%too few to test
Aoi14–20 · 41%9–18 · 33%too few to test
Wolf14–20 · 41%9–10 · 47%too few to test
Sarah12–12 · 50%6–6 · 50%too few to test
Jeffry10–12 · 45%5–9 · 36%too few to test
Kage12–12 · 50%5–8 · 38%too few to test
Shun13–10 · 57%8–3 · 73%too few to test
Pai9–12 · 43%4–5 · 44%too few to test
Goh11–12 · 48%7–3 · 70%too few to test
Lion11–12 · 48%2–7 · 22%too few to test
Brad11–4 · 73%4–3 · 57%too few to test
El Blaze6–12 · 33%2–2 · 50%too few to test
Vanessa8–6 · 57%1–7 · 12%too few to test
Jean5–8 · 38%3–4 · 43%too few to test
Lau8–6 · 57%3–3 · 50%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.

16 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?

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: 12 of 18 tests hold up