VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

Nat2U

  • Pai
Career matches535
Career win rate51.4%
Round win rate48.3%
Peak rank25
Distinct opponents70
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1452 #2,326 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

Aoi2540621019651.7%
Pai24129656450.4%

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

96 of 553 rounds counted

7.6 inputs a second (455 a minute) this season. Faster than 62% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi7.645596

By opponent's character

Akira7.745914
Wolf7.74605
Jacky7.042113
Aoi7.343914
Brad7.846820
Pai7.947613
Taka8.04785
Shun7.64588
Eileen7.64534

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

Akira168850.0%+9.1
Lei Fei1441028.6%-1.0
Sarah148657.1%-1.0
Jeffry128466.7%+31.1
Wolf128466.7%+22.8
Goh102820.0%-26.8
Jacky94544.4%-15.4
Aoi74357.1%+9.0
Lau73442.9%+5.4
Brad61516.7%-53.7
Pai62433.3%-14.8
Kage52340.0%-9.3
El Blaze43175.0%+29.4
Lion42250.0%-1.7
Taka330100.0%+23.7
Dural2020.0%-26.4
Shun2020.0%-42.3
Vanessa2020.0%-46.8
Eileen110100.0%+42.0
Jean110100.0%+35.7

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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

Breakable Half Fence2381534.8%-12.8
Breakable Full Fence22101245.5%-12.6
Rectangle1811761.1%+27.9
Octagon134930.8%-19.1
Full Fence129375.0%+28.8
Half Fence127558.3%+13.1
Open124833.3%-20.7
Low Fence104640.0%-2.2
Single Wall73442.9%+2.8
Full Fence and Open64266.7%+12.6

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls10049.0%47.1%+1.9
No walls2937.9%45.8%-7.9

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

ketubat (Rank 27)2026/09/0821150.0%
hosomayugenom (Rank 24)2026/09/0821150.0%
auftakt (Rank 24)2026/05/2432166.7%
壱色淸淨 (Rank 27)2026/05/2442250.0%
wooo-2309 (Rank 27)2026/05/2431233.3%
salem_old_man (Rank 26)2026/05/06220100.0%
nanatsuboshi_st (Rank 23)2026/05/0631233.3%
ボーランド (Rank 21)2026/05/06220100.0%
fresh-hina (Rank 25)2026/05/0521150.0%
Nn_nekosuke (Rank 25)2026/05/0531233.3%
hexa-RAh (Rank 25)2026/05/0532166.7%
jukuchosan (Rank 25)2026/04/202020.0%
chabocco (Rank 24)2026/04/2021150.0%
cream-soba-1972 (Rank 27)2026/04/2042250.0%
tatsuyaX (Rank 27)2026/04/2062433.3%
markey39 (Rank 25)2026/04/2041325.0%
拳四郎 (Rank 26)2026/04/202020.0%
mokoha_jean (Rank 21)2026/04/19220100.0%
nihikibito (Rank 23)2026/04/06440100.0%
koji2014koji (Rank 26)2026/04/0362433.3%
nidaimebannai (Rank 34)2026/04/032020.0%
jieraiya39 (Rank 27)2026/04/0332166.7%
yajiron0621 (Rank 31)2026/04/034040.0%
MARUKO922 (Rank 29)2026/04/0331233.3%
ShieldHolder (Rank 26)2026/04/03220100.0%

Round openings

Every character

punchP into NirentotsuPP458.1%
punchP437.7%
crouch into Kusanagi2K+G295.2%
backdash into guardG224.0%
forward movement into punchP224.0%
evade up into guardG173.1%
NirentotsuPP into Nirentotsu OuchuPPP142.5%
evade down into guardG142.5%
punchP into ShougerigasanePK142.5%
Hi'en Tankyaku9K122.2%
crouch into down-back kick1K122.2%
Hou'oushu3P112.0%
backdash into Maegeri3K112.0%
crouch into Honshin Soukyaku1K+G112.0%
punchP into Tsumujisakura6PP112.0%

125 further openings account for the other 268 rounds.

Aoi

Career
210–196 · 51.7%
This season
89 matches · 43.8%
Peak rank
25

First hit in 59.3% of 359 rounds. Won 44.6% of the rounds they struck first, 49.3% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

punchP into NirentotsuPP4512.4%
crouch into Kusanagi2K+G298.0%
punchP236.3%
backdash into guardG164.4%
NirentotsuPP into Nirentotsu OuchuPPP143.9%
punchP into ShougerigasanePK143.9%
forward movement into punchP133.6%
Hou'oushu3P113.0%
backdash into Maegeri3K113.0%
evade up into guardG113.0%
punchP into Tsumujisakura6PP113.0%
backdash into Raijinha6K102.8%
crouch92.5%
evade down into guardG92.5%
crouch into Maegeri3K71.9%

68 further openings account for the other 131 rounds.

Pai

Career
65–64 · 50.4%
This season
48 matches · 52.1%
Peak rank
24

First hit in 52.7% of 188 rounds. Won 56.6% of the rounds they struck first, 46.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP2010.4%
Hi'en Tankyaku9K126.2%
crouch into down-back kick1K126.2%
crouch into Honshin Soukyaku1K+G115.7%
crouch into Renka Sentai2KK94.7%
forward movement into punchP94.7%
crouch into Ensei Haikyaku4K73.6%
punchP into RenshouPP73.6%
backdash into guardG63.1%
evade up into guardG63.1%
evade down into guardG52.6%
backdash into Ensei Toukyaku46K42.1%
forward dash into throwP+G42.1%
Senchuken6P31.6%
backdash into Ensei Touku Haikyaku66K+G31.6%

53 further openings account for the other 74 rounds.

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 (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Aoi: 0 of 14 tests hold up
  • Pai: not tested (too few rounds)