VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

TAIDADA

Career matches6,324
Career win rate49.0%
Round win rate51.2%
Peak rank28
Distinct opponents358
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1435 #2,435 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

Aoi285,4002,6612,73949.3%
Brad—92444048447.6%

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

5,197 of 5,574 rounds counted

6.2 inputs a second (371 a minute) this season. Faster than 23% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.23715,197

By opponent's character

Akira6.3376659
Wolf6.2373602
Jacky6.3379485
Aoi6.0360409
Sarah6.3376338
Shun6.1369352
Jeffry6.2370344
Pai6.2375307
Goh6.2372231
El Blaze6.1364218
Kage6.2372177
Jean6.0359195
Lion6.2375177
Lau6.4381146
Lei Fei6.3380150
Dural5.9355116
Eileen5.834877
Vanessa6.136492
Brad6.740162
Taka5.935260

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

Akira182988453.9%+4.0
Wolf164679740.9%-3.7
Jacky127656251.2%-0.1
Aoi106574953.8%+0.9
Sarah90583264.4%+12.0
Shun90405044.4%-9.4
Jeffry87464152.9%+0.5
Pai87394844.8%-5.8
Goh58233539.7%-14.5
El Blaze57302752.6%+4.0
Kage54361866.7%+14.8
Jean49272255.1%+10.0
Lion49242549.0%-5.7
Lau43192444.2%-10.3
Lei Fei42192345.2%-7.1
Dural26151157.7%+4.4
Eileen24121250.0%-0.1
Vanessa23131056.5%+8.6
Brad179852.9%+2.5
Taka157846.7%+2.5

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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

Breakable Half Fence164729243.9%-8.0
Open148707847.3%-2.8
Octagon143786554.5%+4.9
Half Fence136627445.6%-5.3
Single Wall134686650.8%-0.6
Full Fence132765657.6%+7.3
Breakable Full Fence129686152.7%+2.1
Rectangle129735656.6%+6.3
Low Fence109565351.4%+1.8
Full Fence and Open81364544.4%-7.5

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
Walls83351.5%50.7%+0.8
No walls39149.6%50.3%-0.7

Walls against open: +1.5 points (95% range -4.7 to +7.7), p 0.634 — 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

HayanieMozu (Rank 23)2026/10/18145935.7%
emespink (Rank 28)2026/10/171311284.6%
dalmax72 (Rank 23)2026/10/162215768.2%
108 (Rank 26)2026/10/16147750.0%
48歳技覚えられないよ (Rank 27)2026/10/161711664.7%
あなたのかみさま (Rank 24)2026/10/16125741.7%
camelvf (Rank 28)2026/10/16134930.8%
Martin1833 (Rank 26)2026/10/15114736.4%
ER_higante (Rank 29)2026/10/152932610.3%
SSS (Rank 27)2026/10/15147750.0%
JOHNFLOE (Rank 29)2026/10/14138561.5%
さざび (Rank 30)2026/10/13181175.6%
なっちゃんねる (Rank 25)2026/10/13147750.0%
∞オロチ丸∞ (Rank 27)2026/10/132461825.0%
AiokometeZ (Rank 24)2026/10/131310376.9%
はげまん (Rank 29)2026/10/13146842.9%
nooby-X (Rank 23)2026/10/121613381.2%
Johnnybwai (Rank 23)2026/10/112091145.0%
下P撃ち過ぎですか!? (Rank 27)2026/10/10117463.6%
禁酒 (Rank 24)2026/10/101910952.6%
ConfidentMrSatan (Rank 23)2026/10/091614287.5%
twinsshine (Rank 27)2026/10/041771041.2%
Garuyan (Rank 27)2026/09/19134930.8%
ShieldHolder (Rank 27)2026/09/18135838.5%
Recordingthematch (Rank 23)2026/09/121410471.4%

Round openings

Aoi

Career
2,661–2,739 · 49.3%
This season
1,390 matches · 50.6%
Peak rank
28

First hit in 52.2% of 4,162 rounds. Won 54.4% of the rounds they struck first, 47.5% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 25.7% of rounds, against 14.2% in their other rounds.
  • Against Vanessa: waits first in 33.7% of rounds, against 18.6% against everyone else.
  • After opening the round before by waiting: waits first in 22.3% of rounds, against 17.2% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 19.5% of rounds, against 15.1% after anything else.
  • After losing a round: evades first in 17.1% of rounds, against 11.5% after winning one.
  • When ahead: attacks straight away in 31.3% of rounds, against 25.5% when level or behind.
  • In round 1: opens with “evade down into backdash” in 7.1% of rounds, against 2.6% in their other rounds.
  • Against Wolf: opens with “43P Ryoushi” in 13.1% of rounds, against 7.5% against everyone else.
  • On Full Fence and Open stages: opens with “backdash into evade down” in 15.3% of rounds, against 7.6% on the other stages.
  • After opening the round before with “backdash into evade down”: opens with “backdash into evade down” in 19.0% of rounds, against 5.8% after anything else.
  • After losing a round: opens with “evade up into crouch dash back” in 7.4% of rounds, against 3.1% after winning one.
  • Against a Shun on 1+ drinks: opens with “backdash into evade down” in 24.7% of rounds, against 0.8% against a Shun on other counts.

How is this tested?

Ryoushi43P3478.3%
backdash into evade down3428.2%
forward movement into punchP2606.2%
evade up into crouch dash back2425.8%
evade down into backdash1563.7%
backdash into Namigaeshi64P+K1353.2%
backdash into Iwaodome64P+KP1333.2%
Ouda6P+K1022.4%
crouch dash forward into evade down932.2%
guardG into evade up932.2%
forward movement into Nirentotsu OuchuPPP862.0%
Tenchi In'youP+K+G852.0%
guardG into Namigaeshi64P+K671.6%
Ouda6P+K into Oushu Hiji'ate6P+KP661.6%
evade down into guardG611.4%

331 further openings account for the other 1,930 rounds.

Counted from 1,046 of the 1,390 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
Akira51–38 · 57%20–17 · 54%-4.3
Wolf32–53 · 38%11–15 · 42%too few to test
Jacky28–33 · 46%14–12 · 54%too few to test
Aoi24–21 · 53%8–11 · 42%too few to test
Jeffry20–19 · 51%14–10 · 58%too few to test
Shun12–21 · 36%12–14 · 46%too few to test
Pai20–18 · 53%5–14 · 26%too few to test
Sarah22–16 · 58%13–2 · 87%too few to test
Kage25–10 · 71%6–5 · 55%too few to test
Goh7–17 · 29%8–3 · 73%too few to test
El Blaze9–5 · 64%8–4 · 67%too few to test
Lau14–10 · 58%3–8 · 27%too few to test
Jean10–10 · 50%8–7 · 53%too few to test
Lei Fei8–12 · 40%4–8 · 33%too few to test
Lion9–6 · 60%3–5 · 38%too few to test
Vanessa10–5 · 67%3–4 · 43%too few to test
Eileen5–3 · 62%1–5 · 17%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.

344 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