VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

hide2480gt

Career matches11,368
Career win rate33.1%
Round win rate41.2%
Peak rank23
Distinct opponents219
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1261 #3,265 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

Aoi2311,3683,7667,60233.1%

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

2,407 of 3,768 rounds counted

6.1 inputs a second (365 a minute) this season. Faster than 21% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.13652,407

By opponent's character

Akira6.4385483
Jeffry5.9356137
Jacky6.1368143
Kage6.1368190
Sarah6.1364180
Jean5.9355112
El Blaze6.5390108
Aoi5.7341183
Pai6.1368133
Wolf6.0358104
Goh6.237389
Lau5.7344109
Lei Fei5.835096
Vanessa6.438738
Shun6.036388
Lion5.935562
Brad6.136667
Eileen5.633553
Taka5.332132

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

Akira1736011334.7%-0.6
Jeffry76314540.8%-0.0
Jacky69195027.5%-0.4
Kage65234235.4%+4.8
Sarah63273642.9%+11.7
Jean61204132.8%+6.3
El Blaze59233639.0%+6.9
Aoi57183931.6%-0.0
Pai46123426.1%-11.8
Wolf46123426.1%-6.3
Goh38132534.2%+1.0
Lau37142337.8%-7.5
Lei Fei27101737.0%+9.6
Vanessa2642215.4%-16.7
Shun2581732.0%-0.7
Lion2481633.3%-4.3
Brad1991047.4%+5.2
Eileen145935.7%-2.0
Taka110110.0%-37.5
Dural21150.0%+22.8

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

Octagon114407435.1%+3.0
Breakable Full Fence104347032.7%+0.3
Rectangle97306730.9%-5.2
Half Fence94256926.6%-6.8
Full Fence93286530.1%-4.0
Single Wall90345637.8%+4.1
Breakable Half Fence87325536.8%+1.0
Open84335139.3%+4.5
Low Fence81275433.3%-0.3
Full Fence and Open50183236.0%+1.5

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
Walls58932.1%33.7%-1.6
No walls25536.9%34.3%+2.6

Walls against open: -4.2 points (95% range -11.3 to +2.9), p 0.249 — 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)2026/10/171851327.8%
委員ちょ@レバレス練習 (Rank 21)2026/10/15104640.0%
yasai (Rank 23)2026/10/09101910.0%
格雷希欧 (Rank 24)2026/09/3029111837.9%
ズサ齋藤 (Rank 25)2026/09/09102820.0%
GWO (Rank 23)2026/08/26120120.0%
你是来拉屎的吗 (Rank 22)2026/08/2522111150.0%
ガンジャッキー (Rank 24)2026/08/25131127.7%
mokoha_jean (Rank 23)2026/08/24115645.5%
omuretukun (Rank 21)2026/08/22178947.1%
紫荆一头牛 (Rank 24)2026/08/032081240.0%
Might小麥豆漿 (Rank 21)2026/08/02115645.5%
dalmax72 (Rank 21)2026/07/0845123326.7%
サーちゃん (Rank 22)2026/06/29104640.0%
potimaru1059 (Rank 22)2026/06/271951426.3%
しろ☆おび。 (Rank 24)2026/06/21123925.0%
Rosagigantea (Rank 19)2026/06/0694544.4%
RepoSe (Rank 21)2026/05/31116554.5%
THE_SnASH (Rank 23)2026/05/2892722.2%
달그림자 (Rank 21)2026/05/28104640.0%
ぽん (Rank 23)2026/05/26114736.4%
Koow (Rank 23)2026/05/1997277.8%
penta (Rank 21)2026/05/0623121152.2%
mikkunn3277 (Rank 23)2026/04/23102820.0%
drnneb75 (Rank 23)2026/04/1094544.4%

Round openings

Aoi

Career
3,766–7,602 · 33.1%
This season
938 matches · 33.8%
Peak rank
23

First hit in 29.8% of 3,651 rounds. Won 43.8% of the rounds they struck first, 39.7% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: evades first in 22.1% of rounds, against 14.1% in their other rounds.
  • Against El Blaze: evades first in 35.3% of rounds, against 14.9% against everyone else.
  • After opening the round before by attacking: attacks straight away in 64.8% of rounds, against 40.8% after anything else.
  • After winning a round: evades first in 32.2% of rounds, against 9.2% after losing one.
  • When ahead: evades first in 29.5% of rounds, against 12.1% when level or behind.
  • After landing the first hit of the round before: backs off first in 13.8% of rounds, against 9.0% after being hit first.
  • In round 1: opens with “2P+K down punch+kick” in 12.6% of rounds, against 6.8% in their other rounds.
  • Against Pai: opens with “2P+K down punch+kick” in 39.7% of rounds, against 6.7% against everyone else.
  • On Single Wall stages: opens with “backdash into 4K+G Ogamigeri” in 9.3% of rounds, against 3.9% on the other stages.
  • After opening the round before with “2P+K down punch+kick”: opens with “2P+K down punch+kick” in 33.5% of rounds, against 4.3% after anything else.
  • After winning a round: opens with “evade up” in 19.2% of rounds, against 4.5% after losing one.
  • When ahead: opens with “evade up” in 18.8% of rounds, against 5.9% when level or behind.
  • After landing the first hit of the round before: opens with “backdash into 4K+G Ogamigeri” in 7.9% of rounds, against 3.9% after being hit first.

How is this tested?

back punch+kick4P+K45312.2%
evade up3569.6%
down punch+kick2P+K3078.3%
guardG into throw escape2637.1%
backdash into Ogamigeri4K+G1644.4%
offensive move1333.6%
back punch+kick4P+K into throwP+G1243.3%
no input1233.3%
back punch+kick+guard4P+K+G1203.2%
Sayo'arashiP+K1072.9%
Tenchi In'youP+K+G902.4%
guardG792.1%
evade up into Sou'unha66K661.8%
down-back punch+kick1P+K651.8%
back punch+kick+guard4P+K+G into throwP+G641.7%

202 further openings account for the other 1,200 rounds.

Counted from 921 of the 938 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
Akira39–58 · 40%16–42 · 28%+10.8
Jeffry13–28 · 32%11–11 · 50%too few to test
Kage15–28 · 35%6–8 · 43%too few to test
Jacky11–27 · 29%4–15 · 21%too few to test
Jean11–28 · 28%9–12 · 43%too few to test
Sarah14–23 · 38%9–10 · 47%too few to test
El Blaze7–19 · 27%11–11 · 50%too few to test
Aoi13–23 · 36%5–14 · 26%too few to test
Pai8–24 · 25%3–8 · 27%too few to test
Wolf9–25 · 26%3–4 · 43%too few to test
Goh10–18 · 36%3–4 · 43%too few to test
Lau10–18 · 36%4–4 · 50%too few to test
Lei Fei4–12 · 25%3–2 · 60%too few to test
Vanessa1–20 · 5%1–0 · 100%too few to test
Shun5–10 · 33%1–4 · 20%too few to test
Lion4–11 · 27%1–2 · 33%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.

17 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 (16 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: 13 of 16 tests hold up