VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

つっくん

Career matches1,137
Career win rate53.7%
Round win rate52.3%
Peak rank30
Distinct opponents80
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1504 #1,988 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

Aoi301,13761152653.7%

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

755 of 782 rounds counted

6.7 inputs a second (400 a minute) this season. Faster than 36% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.7400755

By opponent's character

Wolf7.0420105
Sarah6.6395111
Lion6.740265
Akira6.539076
Jacky6.740167
Jeffry6.539056
Kage6.237246
Brad6.840534
Goh6.740027
Shun7.042238
El Blaze6.639728
Aoi6.840622
Pai6.941323
Lau6.438712
Jean6.539112
Taka6.840711
Lei Fei6.23728
Vanessa6.53899
Eileen6.13685

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

Wolf2920969.0%+16.4
Sarah27161159.3%+2.2
Lion1991047.4%-9.3
Akira1761135.3%-22.4
Jacky168850.0%+3.5
Jeffry136746.1%-17.8
Kage126650.0%-0.9
Brad97277.8%+27.0
Goh94544.4%-9.7
Shun95455.6%+1.6
El Blaze86275.0%+22.4
Aoi74357.1%-3.1
Pai52340.0%-18.1
Lau43175.0%+31.8
Jean32166.7%+23.0
Taka32166.7%-2.9
Lei Fei2020.0%-44.4
Vanessa21150.0%-15.8
Eileen1010.0%-63.2

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

Breakable Full Fence27161159.3%+5.1
Octagon27131448.1%-7.8
Open2314960.9%+3.0
Rectangle2213959.1%+7.1
Low Fence2112957.1%+11.4
Full Fence189950.0%-7.6
Half Fence1810855.6%-2.5
Breakable Half Fence147750.0%-12.7
Full Fence and Open125741.7%-12.3
Single Wall85362.5%+11.1

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
Walls12654.0%56.0%-2.0
No walls5259.6%52.7%+6.9

Walls against open: -8.9 points (95% range -25.2 to +7.3), p 0.282 — 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

BANANA (Rank 29)2026/07/3054180.0%
失礼!スマッシュ☆彡 (Rank 25)2026/07/2932166.7%
こて (Rank 26)2026/07/1643175.0%
ぬっき~@17000枚でた (Rank 33)2026/07/163030.0%
37 (Rank 28)2026/07/1685362.5%
Go!飯饌GiI (Rank 28)2026/07/1632166.7%
アルコール中学 (Rank 29)2026/07/1132166.7%
影虎 (Rank 33)2026/07/1063350.0%
トマト牛乳♪ (Rank 28)2026/07/06330100.0%
XsT (Rank 27)2026/06/3052340.0%
狛猫【Excalibur】 (Rank 28)2026/06/3041325.0%
ずーさんZOOWOLF (Rank 26)2026/06/2531233.3%
ロデム (Rank 29)2026/06/2332166.7%
リモコンV (Rank 33)2026/06/1761516.7%
いつもの奴 (Rank 28)2026/06/1131233.3%
MikuMartineau (Rank 31)2026/06/0941325.0%
弱者 (Rank 27)2026/06/0932166.7%
ttfour@サラしかできないw (Rank 23)2026/05/2343175.0%
orz (Rank 28)2026/05/2332166.7%
CELIS (Rank 27)2026/05/223030.0%
スタンプジャンパー (Rank 23)2026/05/2232166.7%
E.J (Rank 24)2026/05/2163350.0%
dalmax72 (Rank 21)2026/05/2184450.0%
kuni_sato (Rank 23)2026/05/20550100.0%
txmh21872 (Rank 1)2026/03/28330100.0%

Round openings

Aoi

Career
611–526 · 53.7%
This season
195 matches · 54.9%
Peak rank
30

First hit in 42.6% of 774 rounds. Won 57.3% of the rounds they struck first, 48.4% of the rounds they were struck first.

Significant Tells

  • Against Kage: attacks straight away in 71.7% of rounds, against 47.0% against everyone else.

How is this tested?

evade down into guardG334.2%
Chudan Hiji'ate6P303.8%
guardG into evade down283.6%
Ryoushi43P232.9%
Ouda6P+K222.8%
Hou'oushu3P162.0%
evade down into forward dash162.0%
Namigaeshi64P+K into punchP151.9%
Ouda6P+K into punchP131.7%
Namigaeshi64P+K121.5%
Tenchi In'youP+K+G121.5%
Ryusen3P+K into backward movement111.4%
Jousei Ryusenshou214P+K101.3%
backdash into guardG101.3%
crouch dash back into guardG101.3%

240 further openings account for the other 521 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf15–8 · 65%3–1 · 75%too few to test
Sarah12–6 · 67%4–5 · 44%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 (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: 1 of 14 tests hold up