VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

ShadowKey_77X!Rise

  • Kage
Career matches573
Career win rate42.9%
Round win rate40.4%
Peak rank21
Distinct opponents69
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1222 #3,373 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

Aoi2129112616543.3%
Kage2128212016242.5%

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

201 of 272 rounds counted

7.0 inputs a second (422 a minute) this season. Faster than 47% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage6.8406109
Aoi7.344192

By opponent's character

Akira6.941330
Jacky6.840830
Goh7.243217
Pai7.041819
Aoi6.539115
Jean5.935612
Wolf8.148418
El Blaze8.24949
Eileen5.53282
Jeffry7.44469
Kage7.04196
Lion7.44444
Sarah7.54496
Shun7.64555
Taka6.84119
Dural9.55703
Lau6.74043
Lei Fei6.43854

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

Akira145935.7%-0.9
Jacky115645.5%+11.0
Goh61516.7%-32.9
Pai62433.3%+4.9
Aoi54180.0%+49.7
Jean42250.0%+17.4
Wolf41325.0%-15.3
El Blaze31233.3%-4.0
Eileen21150.0%+6.8
Jeffry2020.0%-38.5
Kage2020.0%-45.0
Lion2020.0%-13.1
Sarah2020.0%-30.3
Shun21150.0%+27.7
Taka2020.0%-35.9
Brad110100.0%+61.1
Dural1010.0%-23.4
Lau1010.0%-4.1
Lei Fei110100.0%+54.0
Vanessa1010.0%-2.8

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 Fence102820.0%-22.1
Half Fence94544.4%+17.5
Breakable Full Fence84450.0%+12.5
Octagon82625.0%+1.8
Open82625.0%-19.9
Single Wall71614.3%-18.5
Rectangle65183.3%+51.6
Full Fence52340.0%+4.5
Low Fence42250.0%+18.9
Full Fence and Open1010.0%-29.8

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
Walls4641.3%33.6%+7.7
No walls1926.3%36.2%-9.8

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

jetsetkaz (Rank 21)2026/10/18110100.0%
nagare004 (Rank 24)2026/10/181010.0%
ごめす (Rank 23)2026/08/301010.0%
sakana5106 (Rank 24)2026/08/171010.0%
NoBunnyNoLife (Rank 24)2026/08/031010.0%
SakuRa (Rank 21)2026/07/0621150.0%
ゅろぽ (Rank 23)2026/07/0521150.0%
pitblow (Rank 11)2026/07/041010.0%
さとし (Rank 20)2026/06/21110100.0%
t4a (Rank 23)2026/06/141010.0%
ornate_focus5 (Rank 21)2026/06/1421150.0%
FOX_CQC (Rank 21)2026/06/13110100.0%
TARO___9 (Rank 24)2026/06/131010.0%
SOLA (Rank 21)2026/06/131010.0%
king3275junghwan (Rank 23)2026/06/091010.0%
toothy-limb74 (Rank 24)2026/06/09110100.0%
wgamama_jodi3 (Rank 21)2026/05/301010.0%
hunter11011101 (Rank 21)2026/05/25110100.0%
パニガーレ (Rank 24)2026/05/191010.0%
あぶらこ (Rank 21)2026/05/10110100.0%
Kirakira (Rank 23)2026/05/071010.0%
se_na_ta (Rank 23)2026/05/061010.0%
kanreki-jijii (Rank 21)2026/05/051010.0%
kothiyasanae (Rank 46)2026/03/301010.0%
tokyotony_youtub (Rank 20)2026/03/30110100.0%

Round openings

Every character

Jizuridan2P228.4%
Tenchi In'youP+K+G into Kamageri4K197.2%
Gedan Shouda2P186.8%
Hagakure-ryu In Shippujin4P+K+G into Hagakure-ryu In FujinP155.7%
Hiji'uchi6P155.7%
evade up155.7%
punchP124.6%
no input103.8%
Tsumujigeri2K+G93.4%
Tenchi In'youP+K+G83.0%
crouch into Jizuridan2P83.0%
Chudan Hiji'ate6P72.7%
Jizuridan2P into punchP72.7%
Hagakure-ryu In Shippujin4P+K+G into Hagakure-ryu In ShippukyakuK62.3%
Furikakato OtoshiK+G41.5%

59 further openings account for the other 88 rounds.

Counted from 70 of the 72 matches played. The rest were not pulled for openings.

Kage

Career
120–162 · 42.5%
This season
38 matches · 31.6%
Peak rank
21

First hit in 64.9% of 131 rounds. Won 35.3% of the rounds they struck first, 43.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jizuridan2P2216.3%
Hagakure-ryu In Shippujin4P+K+G into Hagakure-ryu In FujinP1511.1%
Hiji'uchi6P1511.1%
Tsumujigeri2K+G96.7%
crouch into Jizuridan2P85.9%
Jizuridan2P into punchP75.2%
evade up75.2%
Hagakure-ryu In Shippujin4P+K+G into Hagakure-ryu In ShippukyakuK64.4%
Furikakato OtoshiK+G43.0%
kickK into Surigeri2K43.0%
no input43.0%
punchP32.2%
Hagakure-ryu In Shippujin4P+K+G21.5%
Hagakure-ryu In Shippujin4P+K+G into Hagakure-ryu In RyujinP+K21.5%
Nagiharai6P+K into Hiji'uchi6P21.5%

22 further openings account for the other 25 rounds.

Counted from 37 of the 38 matches played. The rest were not pulled for openings.

Aoi

Career
126–165 · 43.3%
This season
34 matches · 38.2%
Peak rank
21

First hit in 52.8% of 127 rounds. Won 49.2% of the rounds they struck first, 31.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenchi In'youP+K+G into Kamageri4K1914.8%
Gedan Shouda2P1814.1%
punchP97.0%
Tenchi In'youP+K+G86.2%
evade up86.2%
Chudan Hiji'ate6P75.5%
no input64.7%
Ryusen3P+K43.1%
throwP+G into Kamageri4K43.1%
Gedan Shouda2P into punchP32.3%
Tsukiashibarai1P32.3%
Kamageri4K21.6%
Ouda6P+K into Oushu Hiji'ate6P+KP21.6%
Ryoushi43P21.6%
Tenchi In'youP+K+G into Ougimai4P21.6%

27 further openings account for the other 31 rounds.

Counted from 33 of the 34 matches played. The rest were not pulled for openings.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Kage: not tested (too few rounds)
  • Aoi: not tested (too few rounds)