VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

LE

Career matches4,522
Career win rate48.2%
Round win rate49.1%
Peak rank42
Distinct opponents198
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1725 #674 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

Aoi424,5222,1822,34048.2%

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

1,553 of 2,009 rounds counted

7.3 inputs a second (440 a minute) this season. Faster than 55% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi7.34401,553

By opponent's character

Akira7.7459173
Sarah7.5452113
Jacky7.3438126
Brad7.4446102
Jeffry7.2434122
Kage7.3436106
Shun7.344078
Wolf7.042095
Lei Fei7.645670
Lau7.243488
Aoi7.243381
Lion7.243496
Pai7.142849
Vanessa7.344059
Goh7.243265
El Blaze6.941634
Taka7.343941
Jean7.344027
Eileen8.249511
Dural7.343717

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

Akira54272750.0%+1.6
Sarah40182245.0%-6.6
Jacky39182146.1%-2.3
Brad37152240.5%-8.1
Jeffry37181948.6%-2.5
Kage31191261.3%+13.3
Shun29131644.8%+4.5
Wolf29131644.8%-12.4
Lei Fei27111640.7%+5.3
Lau26111542.3%-2.0
Aoi2516964.0%+20.0
Lion25131252.0%+7.9
Pai2181338.1%-14.8
Vanessa2091145.0%-1.3
Goh1812666.7%+14.1
El Blaze136746.1%-6.4
Taka103730.0%-20.8
Jean84450.0%-1.2
Eileen74357.1%+22.1
Dural52340.0%-17.4

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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

Full Fence67264138.8%-10.5
Rectangle58292950.0%-4.0
Open56312555.4%+6.4
Low Fence55272849.1%+1.8
Octagon54233142.6%-1.9
Breakable Full Fence46222447.8%+2.1
Single Wall45192642.2%-3.7
Breakable Half Fence38241463.2%+12.5
Half Fence37211656.8%+12.6
Full Fence and Open22111150.0%+1.7

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
Walls30048.3%48.2%+0.2
No walls15649.4%47.7%+1.6

Walls against open: -1.5 points (95% range -11.2 to +8.2), p 0.763 — 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

くりたろう (Rank 39)2026/10/1851420.0%
ATTIME (Rank 40)2026/10/1862433.3%
kazu (Rank 32)2026/10/1864266.7%
mudanadoryokuzki (Rank 38)2026/10/1752340.0%
くぼっさ★ (Rank 40)2026/10/1751420.0%
ゲッパー (Rank 39)2026/10/1275271.4%
주진우,내시같이생긴게 (Rank 39)2026/10/0752340.0%
Choi_Akira (Rank 39)2026/10/041711664.7%
マハリータまるこ (Rank 40)2026/09/2796366.7%
ウーバー (Rank 40)2026/09/2784450.0%
RUSH (Rank 38)2026/09/23168850.0%
bonbon (Rank 39)2026/09/1863350.0%
Umemon2026 (Rank 36)2026/09/1864266.7%
うるヲ参拾 (Rank 39)2026/09/1354180.0%
NEWTYPE (Rank 40)2026/09/0872528.6%
Aki (Rank 40)2026/09/06128466.7%
ankocat2 (Rank 38)2026/08/2553260.0%
★闘将拉麵男★ (Rank 35)2026/08/1753260.0%
究極無敵 (Rank 38)2026/08/0454180.0%
堂島様 (Rank 42)2026/07/2773442.9%
swhy2008 (Rank 10)2026/07/2654180.0%
gear8570 (Rank 37)2026/07/2264266.7%
Lightwing (Rank 41)2026/07/1952340.0%
O-llO-l乙lO-lJ (Rank 38)2026/06/1372528.6%
ミラージュキック (Rank 37)2026/05/1361516.7%

Round openings

Aoi

Career
2,182–2,340 · 48.2%
This season
501 matches · 47.9%
Peak rank
42

First hit in 52.1% of 1,801 rounds. Won 54.3% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 34.6% of rounds, against 15.3% in their other rounds.
  • Against Sarah: backs off first in 51.9% of rounds, against 17.9% against everyone else.
  • After opening the round before by backing off: backs off first in 29.0% of rounds, against 15.3% after anything else.
  • After losing a round: moves in first in 66.5% of rounds, against 44.1% after winning one.
  • When behind: moves in first in 67.0% of rounds, against 50.8% when ahead or level.
  • In round 2: opens with “crouch dash forward into throw escape” in 10.7% of rounds, against 7.2% in their other rounds.
  • Against Sarah: opens with “backdash into evade down” in 16.7% of rounds, against 3.0% against everyone else.
  • After opening the round before with “backdash into evade down”: opens with “backdash into evade down” in 11.8% of rounds, against 3.2% after anything else.
  • After losing a round: opens with “crouch dash forward into evade down” in 8.7% of rounds, against 3.8% after winning one.
  • When behind: opens with “crouch dash forward into evade down” in 8.7% of rounds, against 5.4% when ahead or level.

How is this tested?

crouch dash forward into throw escape1468.0%
crouch dash forward into punchP1277.0%
crouch dash forward into evade down1136.2%
crouch dash forward into guardG955.2%
backdash into evade down774.2%
Sou'unha66K734.0%
crouch dash forward into Nirentotsu OuchuPPP673.7%
Kusanagi2K+G into down, back punch+kick+guard24P+K+G593.2%
crouch dash forward into kickK593.2%
Kusanagi2K+G into back punch+kick+guard4P+K+G553.0%
forward movement into punchP553.0%
backdash into backward movement502.8%
crouch dash forward into ShigureK+G472.6%
backdash into crouch dash back462.5%
Kusanagi2K+G into offensive move442.4%

164 further openings account for the other 704 rounds.

Counted from 453 of the 501 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
Akira14–16 · 47%7–8 · 47%too few to test
Sarah10–12 · 45%6–9 · 40%too few to test
Jeffry9–14 · 39%8–2 · 80%too few to test
Jacky12–10 · 55%4–4 · 50%too few to test
Brad10–15 · 40%4–1 · 80%too few to test
Shun9–9 · 50%4–5 · 44%too few to test
Lei Fei8–8 · 50%3–4 · 43%too few to test
Aoi6–4 · 60%8–4 · 67%too few to test
Kage14–4 · 78%2–4 · 33%too few to test
Lion10–7 · 59%1–4 · 20%too few to test
Lau4–5 · 44%6–5 · 55%too few to test
Pai7–10 · 41%1–1 · 50%too few to test
Wolf3–9 · 25%4–0 · 100%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.

48 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 (17 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: 10 of 17 tests hold up