VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

jizou_guile

Career matches3,993
Career win rate49.6%
Round win rate49.4%
Peak rank35
Distinct opponents111
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1710 #754 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

Aoi353,9931,9802,01349.6%

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

77 of 1,585 rounds counted

5.6 inputs a second (338 a minute) this season. Faster than 10% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.633877

By opponent's character

Lau5.734154
Jacky5.33204
Brad5.533319

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

Jeffry43162737.2%-13.3
Lau41251661.0%+12.6
Akira37172046.0%-7.1
Jacky35181751.4%+3.0
Sarah2920969.0%+19.2
Lei Fei27141351.9%+3.6
Pai2518772.0%+15.7
Lion22111150.0%-1.1
Shun2151623.8%-20.4
Kage189950.0%+5.8
Vanessa1813572.2%+12.0
Jean178947.1%-0.8
Aoi1441028.6%-18.4
Brad125741.7%-13.6
Wolf126650.0%-5.1
Goh105550.0%+3.2
Eileen5050.0%-49.6
El Blaze110100.0%+28.4

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Single Wall47222546.8%-4.5
Low Fence43232053.5%+6.9
Open43251858.1%+6.2
Octagon42202247.6%-2.2
Breakable Half Fence39182146.1%-7.9
Rectangle36142238.9%-11.9
Full Fence32181456.2%+6.3
Half Fence31131841.9%-5.3
Full Fence and Open30121840.0%-6.9
Breakable Full Fence2216672.7%+19.2

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20249.0%50.6%-1.6
No walls13352.6%50.3%+2.4

Walls against open: -3.9 points (95% range -14.9 to +7.1), p 0.485 — 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

そんさく先生@SRGM (Rank 32)2026/05/2553260.0%
らうらう (Rank 31)2026/05/2552340.0%
イイクルーン (Rank 35)2026/05/25106460.0%
寿司眼鉄 (Rank 33)2026/05/12105550.0%
fwnd1396 (Rank 32)2026/05/1254180.0%
VF12360-PC (Rank 36)2026/05/11117463.6%
ぼっさん (Rank 33)2026/05/0953260.0%
KumadaP (Rank 35)2026/05/0993633.3%
PuzzG/ぱず爺 (Rank 36)2026/04/2571614.3%
けいすけ新宿 (Rank 31)2026/04/2564266.7%
トーマス軍団残党K (Rank 35)2026/04/2563350.0%
ヘニオ (Rank 32)2026/04/2520101050.0%
lapislazuli (Rank 35)2026/04/2564266.7%
デネ (Rank 37)2026/04/1773442.9%
なめ (Rank 34)2026/04/1741325.0%
痩せたい (Rank 33)2026/04/1622111150.0%
あいりく (Rank 34)2026/04/161310376.9%
くろね|Nobishiro-F (Rank 35)2026/04/1573442.9%
クレウル (Rank 33)2026/04/1073442.9%
§Ryu~k§ (Rank 31)2026/04/1083537.5%
tomi79_1820 (Rank 29)2026/04/0954180.0%
mossan_opa2 (Rank 31)2026/04/0963350.0%
プリンセス★不健康 (Rank 29)2026/04/06118372.7%
どっせ・ざ・ろっく! (Rank 34)2026/04/0651420.0%
aona (Rank 33)2026/04/0452340.0%

Round openings

Aoi

Career
1,980–2,013 · 49.6%
This season
387 matches · 50.4%
Peak rank
35

First hit in 43.9% of 1,584 rounds. Won 52.4% of the rounds they struck first, 47.1% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 26.4% of rounds, against 15.3% in their other rounds.
  • Against Akira: backs off first in 91.7% of rounds, against 1.1% against everyone else.
  • On Octagon stages: backs off first in 23.2% of rounds, against 8.5% on the other stages.
  • After opening the round before by backing off: backs off first in 85.7% of rounds, against 1.1% after anything else.
  • After the opponent opened the round before by moving in: backs off first in 23.9% of rounds, against 6.1% after anything else.
  • After losing a round: waits first in 45.2% of rounds, against 34.5% after winning one.
  • In round 2: opens with “crouch dash forward into throw escape” in 14.6% of rounds, against 10.5% in their other rounds.
  • Against Akira: opens with “backdash into evade up” in 43.9% of rounds, against 0.0% against everyone else.
  • On Octagon stages: opens with “backdash into evade up” in 14.9% of rounds, against 3.3% on the other stages.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 65.5% of rounds, against 1.1% after anything else.
  • After winning a round: opens with “crouch dash forward into throw escape” in 15.3% of rounds, against 10.2% after losing one.
  • After being hit first in the round before: opens with “backdash into evade up” in 5.8% of rounds, against 2.1% after landing the first hit.

How is this tested?

crouch dash forward into throw escape18211.5%
crouch into throw escape18211.5%
evade up into crouch dash forward885.5%
backdash into evade up694.3%
crouch into guardG583.7%
evade down into crouch dash forward513.2%
throw escape503.1%
backdash483.0%
crouch dash forward into guardG442.8%
crouch into Kusanagi2K+G442.8%
Chudan Hiji'ate6P into evade down422.6%
guardG into evade down412.6%
guardG into throw escape402.5%
crouch into Ryoushi43P372.3%
crouch352.2%

118 further openings account for the other 574 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jeffry8–18 · 31%6–5 · 55%too few to test
Lau13–9 · 59%10–6 · 62%too few to test
Akira7–15 · 32%9–2 · 82%too few to test
Jacky7–4 · 64%9–9 · 50%too few to test
Sarah13–7 · 65%5–1 · 83%too few to test
Lei Fei10–7 · 59%2–4 · 33%too few to test
Pai7–4 · 64%5–2 · 71%too few to test
Lion5–6 · 45%4–4 · 50%too few to test
Shun1–8 · 11%4–7 · 36%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 (15 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: 12 of 15 tests hold up