VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

runestone9774

Career matches1,960
Career win rate49.6%
Round win rate49.4%
Peak rank26
Distinct opponents113
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1422 #2,522 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

Aoi261,96097398749.6%

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

599 of 1,167 rounds counted

5.8 inputs a second (349 a minute) this season. Faster than 14% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.8349599

By opponent's character

Akira5.6337104
Jacky5.834774
Lau6.036352
Aoi5.935360
Jeffry5.734434
Pai5.834931
Goh6.337546
Sarah5.835042
Wolf6.539017
El Blaze5.43265
Shun5.935631
Brad5.935426
Lei Fei5.332015
Kage5.533222
Taka5.53337
Vanessa5.93538
Dural5.53273
Lion5.53275
Eileen5.331913
Jean5.03024

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

Akira64234135.9%-17.6
Jacky27121544.4%+1.2
Lau2621580.8%+17.3
Aoi24141058.3%+10.4
Jeffry2217577.3%+23.8
Pai179852.9%+11.6
Goh168850.0%+2.0
Sarah135838.5%-0.1
Wolf121118.3%-43.2
El Blaze103730.0%-10.5
Shun94544.4%+0.8
Brad86275.0%+22.1
Lei Fei81712.5%-21.1
Kage74357.1%+12.5
Taka63350.0%-0.2
Vanessa64266.7%+5.9
Dural52340.0%-5.0
Lion54180.0%+37.1
Eileen31233.3%-11.9
Jean3030.0%-49.7

1 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Open37191851.4%+4.2
Octagon36142238.9%-11.1
Low Fence35161945.7%-4.9
Breakable Full Fence33161748.5%-3.3
Rectangle31141745.2%-4.3
Single Wall27171063.0%+9.0
Breakable Half Fence26121446.1%-2.1
Half Fence25141156.0%+11.9
Full Fence1610662.5%+18.6
Full Fence and Open62433.3%-12.0

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16747.9%48.3%-0.4
No walls9952.5%50.4%+2.1

Walls against open: -2.5 points (95% range -16.0 to +11.0), p 0.721 — 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

天道酬勤 (Rank 23)2026/08/03128466.7%
dalmax72 (Rank 23)2026/08/0352340.0%
要你命3000 (Rank 25)2026/08/0286275.0%
super_style (Rank 22)2026/08/0253260.0%
GWO (Rank 23)2026/07/2042250.0%
鳶飛戾天,魚躍於淵 (Rank 25)2026/07/2062433.3%
リチウムイオン (Rank 21)2026/05/28440100.0%
我的名字叫顺溜 (Rank 23)2026/05/2786275.0%
달그림자 (Rank 21)2026/05/27119281.8%
え~る (Rank 26)2026/05/2663350.0%
hahaha (Rank 27)2026/05/2541325.0%
☆瞳氷☆ (Rank 24)2026/05/2563350.0%
kkd828 (Rank 21)2026/05/2553260.0%
hitokabe2003 (Rank 22)2026/05/2564266.7%
kowalski (Rank 25)2026/05/2581712.5%
osAnKIRA (Rank 23)2026/05/2474357.1%
SpaceKnight (Rank 26)2026/05/2441325.0%
Manao (Rank 24)2026/05/2142250.0%
a-week-away (Rank 26)2026/05/215050.0%
kuni_sato (Rank 24)2026/05/1754180.0%
6132da (Rank 24)2026/05/1665183.3%
ズサ齋藤 (Rank 23)2026/05/1661516.7%
penta (Rank 21)2026/05/07770100.0%
omuretukun (Rank 21)2026/05/0661516.7%
mokoha_jean (Rank 21)2026/04/1971614.3%

Round openings

Aoi

Career
973–987 · 49.6%
This season
291 matches · 48.8%
Peak rank
26

First hit in 53.9% of 1,157 rounds. Won 52.7% of the rounds they struck first, 45.6% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 57.7% of rounds, against 46.1% in their other rounds.
  • Against Wolf: waits first in 29.8% of rounds, against 12.1% against everyone else.
  • After opening the round before by attacking: attacks straight away in 48.6% of rounds, against 34.1% after anything else.
  • After the opponent opened the round before by waiting: backs off first in 55.3% of rounds, against 43.9% after anything else.
  • After losing a round: backs off first in 56.1% of rounds, against 35.8% after winning one.
  • When behind: backs off first in 59.2% of rounds, against 38.9% when ahead or level.
  • In round 1: opens with “backdash into G guard” in 39.9% of rounds, against 29.5% in their other rounds.
  • Against Jeffry: opens with “PP Nirentotsu into PPP Nirentotsu Ouchu” in 12.2% of rounds, against 4.4% against everyone else.
  • On Full Fence stages: opens with “backdash” in 10.8% of rounds, against 3.8% on the other stages.
  • After losing a round: opens with “backdash into G guard” in 36.8% of rounds, against 21.9% after winning one.
  • When behind: opens with “backdash into G guard” in 40.5% of rounds, against 24.6% when ahead or level.

How is this tested?

backdash into guardG37532.1%
Ouda6P+K938.0%
NirentotsuPP into Nirentotsu OuchuPPP595.0%
backdash554.7%
backdash into Kusanagi2K+G534.5%
punchP into NirentotsuPP494.2%
Tenchi In'youP+K+G474.0%
guardG into backdash393.3%
guardG into evade up373.2%
backdash into backward movement272.3%
punchP into Tsumujisakura6PP272.3%
guardG into Tenchi In'youP+K+G211.8%
Ogamigeri4K+G191.6%
punchP181.5%
Chudan Hiji'ate6P into Tsumujisakura6PP151.3%

88 further openings account for the other 235 rounds.

By stage type

Record against each character on walled and open stages, as Aoi

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira15–23 · 39%7–16 · 30%too few to test
Jacky9–7 · 56%1–1 · 50%too few to test
Lau12–4 · 75%9–1 · 90%too few to test
Aoi8–7 · 53%5–2 · 71%too few to test
Jeffry4–2 · 67%8–2 · 80%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

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: 11 of 16 tests hold up