VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

youama

  • Jeffry
Career matches1,917
Career win rate50.6%
Round win rate48.7%
Peak rank26
Distinct opponents105
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1405 #2,621 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

Aoi251,53876077849.4%
Jeffry2637921016955.4%

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

503 of 585 rounds counted

7.0 inputs a second (417 a minute) this season. Faster than 44% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi7.0419448
Jeffry6.639655

By opponent's character

Wolf7.243488
Akira6.740268
Lion6.840739
Pai7.042120
Aoi7.243034
Shun7.444336
Vanessa6.438626
Jacky7.041927
Brad6.740322
Sarah6.740228
Jeffry6.840815
Jean6.841021
Lau6.941418
Kage7.947310
Taka6.840615
Eileen7.344010
El Blaze7.041915
Lei Fei7.04206
Goh5.93555

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

Wolf23101343.5%+1.6
Akira179852.9%-3.4
Lion138561.5%+11.4
Pai115645.5%+6.1
Aoi107370.0%+14.2
Shun106460.0%+15.5
Vanessa92722.2%-23.5
Jacky81712.5%-35.5
Brad73442.9%+2.5
Sarah76185.7%+37.5
Jeffry64266.7%+20.1
Jean54180.0%+24.9
Lau52340.0%-18.1
Kage4040.0%-58.2
Taka43175.0%+14.6
Eileen3030.0%-49.4
El Blaze31233.3%-13.0
Lei Fei2020.0%-61.3
Goh110100.0%+71.2

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

Single Wall1991047.4%+1.5
Breakable Half Fence1871138.9%-12.3
Open1771041.2%-8.8
Rectangle179852.9%+3.0
Low Fence1612475.0%+36.0
Full Fence149564.3%+14.1
Breakable Full Fence134930.8%-20.7
Full Fence and Open95455.6%-2.8
Half Fence94544.4%-0.8
Octagon84450.0%-0.5

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
Walls7946.8%49.7%-2.9
No walls5253.8%46.0%+7.8

Walls against open: -10.7 points (95% range -29.6 to +8.2), p 0.267 — 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

Siva-Duke (Rank 24)2026/10/1521150.0%
crazy7infinty (Rank 28)2026/10/122020.0%
あ (Rank 28)2026/10/04220100.0%
lei-2026 (Rank 22)2026/10/03220100.0%
satsumaction1210 (Rank 21)2026/09/24220100.0%
vf-ensen (Rank 26)2026/09/224040.0%
midori6127 (Rank 29)2026/09/042020.0%
くっきー爆弾 (Rank 23)2026/08/22220100.0%
omo7144 (Rank 24)2026/08/1721150.0%
moon4light (Rank 23)2026/07/292020.0%
osaka_mouko4649 (Rank 26)2026/07/2942250.0%
dream77777 (Rank 24)2026/07/2721150.0%
Kuro---maru8 (Rank 27)2026/07/2032166.7%
dij_0826 (Rank 27)2026/07/1521150.0%
hiragishizangi (Rank 23)2026/07/09220100.0%
え~る (Rank 27)2026/07/0331233.3%
kota_mofumofu (Rank 23)2026/07/022020.0%
金田一の少年 (Rank 27)2026/06/2731233.3%
たか (Rank 28)2026/06/223030.0%
ジャングリア (Rank 23)2026/06/112020.0%
三輪ですが@SRGM (Rank 25)2026/05/262020.0%
kimxxxtt (Rank 22)2026/05/1921150.0%
ありがとナス (Rank 27)2026/05/0621150.0%
nasumiso (Rank 25)2026/04/162020.0%
keaton_0111 (Rank 22)2026/04/08220100.0%

Round openings

Every character

forward movement into punchP417.5%
Kusanagi2K+G407.4%
Chudan Hiji'ate6P387.0%
Tenchi In'youP+K+G315.7%
crouch into Kusanagi2K+G315.7%
evade down295.3%
forward movement into Nirentotsu OuchuPPP244.4%
backdash into Sou'unha66K173.1%
forward dash into throwP+G173.1%
Ryusen3P+K152.8%
backdash152.8%
forward movement into NirentotsuPP152.8%
Shinchuzuki (Deflect)236P+K132.4%
Inshou43P+K122.2%
Namigaeshi64P+K into Iwaodome64P+KP112.0%

74 further openings account for the other 194 rounds.

Counted from 137 of the 148 matches played. The rest were not pulled for openings.

Aoi

Career
760–778 · 49.4%
This season
131 matches · 51.1%
Peak rank
25

First hit in 52.1% of 472 rounds. Won 50.8% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Kusanagi2K+G408.4%
Chudan Hiji'ate6P388.0%
Tenchi In'youP+K+G316.5%
crouch into Kusanagi2K+G316.5%
evade down285.9%
forward movement into punchP265.5%
forward movement into Nirentotsu OuchuPPP245.0%
backdash into Sou'unha66K173.6%
forward dash into throwP+G173.6%
Ryusen3P+K153.2%
backdash153.2%
forward movement into NirentotsuPP153.2%
Shinchuzuki (Deflect)236P+K132.7%
Inshou43P+K122.5%
Namigaeshi64P+K into Iwaodome64P+KP112.3%

52 further openings account for the other 142 rounds.

Counted from 120 of the 131 matches played. The rest were not pulled for openings.

Jeffry

Career
210–169 · 55.4%
This season
17 matches · 29.4%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1522.1%
Middle Hell Stab6P+K710.3%
Low Knuckle2P57.3%
backdash into Rising Hammer43PP57.3%
crouch into down-back kick1K45.9%
Body CrushP+K into Threat StanceP+K+G34.4%
Elbow Butt6P34.4%
Tsunami Beat3K+G34.4%
Ducking Low2K+G22.9%
Hell Dunk Elbow2P+K22.9%
backdash into Double Hammer Down43P22.9%
down-back kick1K22.9%
evade down into Hell Dunk Elbow2P+K22.9%
evade down into Low Knuckle2P22.9%
Dash Elbow66P11.5%

10 further openings account for the other 10 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).
  • 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: 0 of 14 tests hold up
  • Jeffry: not tested (too few rounds)