VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

まるこ

  • Wolf
Career matches18,474
Career win rate50.3%
Round win rate50.2%
Peak rank42
Distinct opponents660
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1754 #546 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

Aoi4217,7458,9168,82950.2%
Wolf3272937735251.7%

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

17,246 of 20,490 rounds counted

9.7 inputs a second (583 a minute) this season. Faster than 93% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi9.858815,485
Wolf9.05421,761

By opponent's character

Shun9.65771,681
Lau9.75791,597
Akira10.36201,492
Jacky9.65781,503
Lion9.75821,409
Kage9.75821,225
Pai9.75841,063
Brad9.55681,124
Jeffry10.0603655
Lei Fei9.4565647
Vanessa9.2551567
Wolf9.9597574
Sarah9.2549484
Aoi9.8588547
El Blaze9.5569442
Jean9.9594558
Goh9.9592537
Taka10.3618511
Eileen9.2555403
Dural9.7580227

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

Shun47224322951.5%+0.9
Lau44623321352.2%+1.4
Akira44422322150.2%-1.9
Jacky42321221150.1%+0.1
Lion37318818550.4%+1.3
Kage34018915155.6%+6.0
Pai32313319041.2%-5.3
Brad31618113557.3%+5.9
Jeffry22811311549.6%-6.5
Lei Fei20810610251.0%-2.0
Vanessa188989052.1%+0.1
Wolf1751076861.1%+6.5
Sarah168987058.3%+3.8
Aoi165818449.1%-6.1
El Blaze155688743.9%-5.8
Jean155797651.0%-3.0
Goh150836755.3%+3.7
Taka128686053.1%+2.6
Eileen115407534.8%-9.6
Dural52203238.5%-2.7

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Breakable Full Fence56830526353.7%+0.9
Open56629327351.8%+1.0
Rectangle52325726649.1%-1.1
Low Fence49925124850.3%-0.5
Breakable Half Fence49724325448.9%-0.8
Octagon47224922352.8%+1.0
Full Fence46923523450.1%-1.0
Single Wall46923123849.2%-1.0
Half Fence43524319255.9%+4.0
Full Fence and Open27013014048.1%-2.1

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls2,96451.7%51.3%+0.4
No walls1,53450.5%50.6%-0.1

Walls against open: +0.5 points (95% range -2.6 to +3.6), p 0.747 — 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

mudanadoryokuzki (Rank 38)2026/10/1639291074.4%
チキンレース (Rank 39)2026/10/1571413057.8%
でんでんでん123B (Rank 39)2026/10/1542172540.5%
vintage-channel9 (Rank 36)2026/10/1040251562.5%
expensive-sand (Rank 38)2026/10/1039122730.8%
ikkyusaaan (Rank 41)2026/10/1042202247.6%
弐代目JA&れんじぃPA (Rank 42)2026/10/1045192642.2%
Mochi/かしわもち (Rank 38)2026/10/1033191457.6%
jikacho-Gigas (Rank 42)2026/10/1064244037.5%
jinmenusagi (Rank 43)2026/10/1092286430.4%
lesser-pram7 (Rank 43)2026/10/10108406837.0%
tu-kun0223 (Rank 40)2026/10/0960204033.3%
マサオ(AO) (Rank 39)2026/10/0834142041.2%
nidaimebannai (Rank 38)2026/09/2938201852.6%
moto__666 (Rank 38)2026/09/2942182442.9%
★闘将拉麵男★ (Rank 40)2026/09/2444212347.7%
PuzzG/ぱず爺 (Rank 36)2026/09/2480463457.5%
Choi_Akira (Rank 38)2026/09/2441251661.0%
aona (Rank 36)2026/09/2433221166.7%
ハマラウ (Rank 43)2026/09/1841142734.1%
ふかふか (Rank 38)2026/09/1844271761.4%
okinawa_39 (Rank 42)2026/09/1538152339.5%
Tokkovanessa_VF (Rank 41)2026/09/1140182245.0%
klkun (Rank 42)2026/09/1147252253.2%
interceptor (Rank 40)2026/06/0452232944.2%

Round openings

Every character

crouch into Kusanagi2K+G9755.1%
guardG into evade down8294.3%
crouch into Gedan Shouda2P6083.2%
Ryoushi43P5192.7%
guardG4882.6%
backdash into crouch dash back4542.4%
backdash into evade up4202.2%
evade down into crouch dash forward4012.1%
Chudan Hiji'ate6P3772.0%
crouch dash back into evade down3411.8%
guardG into throw escape3211.7%
crouch dash forward into guardG3181.7%
evade up into crouch dash forward3121.6%
forward movement into punchP3031.6%
Chudan Hiji'ate6P into Tsumujisakura6PP2951.6%

784 further openings account for the other 12,105 rounds.

Counted from 4,662 of the 5,024 matches played. The rest were not pulled for openings.

Aoi

Career
8,916–8,829 · 50.2%
This season
4,602 matches · 50.9%
Peak rank
42

First hit in 50.9% of 17,177 rounds. Won 53.0% of the rounds they struck first, 47.9% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 28.7% of rounds, against 17.9% in their other rounds.
  • Against Shun: evades first in 29.9% of rounds, against 14.2% against everyone else.
  • On Rectangle stages: attacks straight away in 26.8% of rounds, against 23.3% on the other stages.
  • After opening the round before by moving in: moves in first in 18.4% of rounds, against 11.3% after anything else.
  • After winning a round: attacks straight away in 27.9% of rounds, against 14.7% after losing one.
  • When ahead: attacks straight away in 27.7% of rounds, against 18.1% when level or behind.
  • In round 1: opens with “43P Ryoushi” in 4.3% of rounds, against 2.6% in their other rounds.
  • Against Shun: opens with “crouch into 2P Gedan Shouda” in 6.8% of rounds, against 3.2% against everyone else.
  • On Rectangle stages: opens with “43P Ryoushi” in 4.8% of rounds, against 2.8% on the other stages.
  • After winning a round: opens with “crouch into 2K+G Kusanagi” in 8.9% of rounds, against 4.1% after losing one.
  • When ahead: opens with “43P Ryoushi” in 4.0% of rounds, against 1.8% when level or behind.

How is this tested?

crouch into Kusanagi2K+G9755.6%
guardG into evade down7644.4%
crouch into Gedan Shouda2P6083.5%
Ryoushi43P5193.0%
guardG4542.6%
backdash into crouch dash back4352.5%
backdash into evade up4142.4%
evade down into crouch dash forward3892.2%
Chudan Hiji'ate6P3772.2%
crouch dash back into evade down3331.9%
guardG into throw escape3131.8%
evade up into crouch dash forward2991.7%
Chudan Hiji'ate6P into Tsumujisakura6PP2951.7%
crouch dash forward into guardG2931.7%
Sou'unha66K2731.6%

621 further openings account for the other 10,562 rounds.

Counted from 4,240 of the 4,602 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
Shun151–119 · 56%54–54 · 50%+6.3
Akira117–116 · 50%51–63 · 45%+3.9
Lau122–100 · 55%69–64 · 52%+1.6
Jacky103–107 · 49%54–40 · 57%-8.3
Lion88–86 · 51%59–53 · 53%-3.3
Kage107–74 · 59%34–37 · 48%+9.2
Pai62–94 · 40%47–50 · 48%-7.9
Brad90–62 · 59%36–32 · 53%-0.4
Jeffry62–59 · 51%18–26 · 41%+11.3
Lei Fei45–39 · 54%36–27 · 57%-1.9
Vanessa51–46 · 53%28–22 · 56%-2.8
Sarah50–40 · 56%32–17 · 65%-9.9
Wolf47–34 · 58%32–21 · 60%-2.9
Aoi35–40 · 47%25–18 · 58%-10.8
El Blaze38–51 · 43%12–21 · 36%+7.8
Jean38–28 · 58%19–15 · 56%-2.2
Goh33–32 · 51%20–17 · 54%-3.1
Taka33–28 · 54%16–20 · 44%+13.2
Eileen21–37 · 36%13–25 · 34%too few to test
Dural8–10 · 44%4–12 · 25%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

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

362 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?

Wolf

Career
377–352 · 51.7%
This season
422 matches · 51.9%
Peak rank
32

First hit in 53.8% of 1,753 rounds. Won 51.8% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 27.5% of rounds, against 19.0% in their other rounds.
  • Against Shun: waits first in 48.4% of rounds, against 24.0% against everyone else.
  • In round 1: opens with “forward movement into P punch” in 9.5% of rounds, against 6.3% in their other rounds.
  • Against Shun: opens with “crouch into 2P Low Hammer” in 27.4% of rounds, against 11.3% against everyone else.
  • On Rectangle stages: opens with “backdash into 1K+G Kenka Kick” in 19.5% of rounds, against 6.7% on the other stages.
  • After opening the round before with “backdash into 1K+G Kenka Kick”: opens with “backdash into 1K+G Kenka Kick” in 19.6% of rounds, against 6.6% after anything else.

How is this tested?

crouch into Low Hammer2P21512.2%
backdash into Kenka Kick1K+G1397.9%
forward movement into punchP1247.0%
Low Hammer2P764.3%
guardG into evade down653.7%
backdash into Elbow Butt4P553.1%
evade down into guardG412.3%
Low Hammer2P into evade up392.2%
backdash into guardG392.2%
backdash into Short Shoulder46P+K341.9%
guardG341.9%
Low Drop Kick62K291.6%
crouch dash forward into guardG251.4%
evade up211.2%
Screw Hook63214P into Screw Lariat63214PP201.1%

225 further openings account for the other 807 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Brad20–11 · 65%8–9 · 47%too few to test
Goh15–11 · 58%2–1 · 67%too few to test
Wolf14–7 · 67%3–1 · 75%too few to test
Jacky8–11 · 42%3–2 · 60%too few to test
Jean5–10 · 33%4–8 · 33%too few to test
Lau4–9 · 31%2–4 · 33%too few to test
Aoi10–10 · 50%5–1 · 83%too few to test
Jeffry7–12 · 37%2–2 · 50%too few to test
Akira7–4 · 64%4–3 · 57%too few to test
Lion2–6 · 25%5–6 · 45%too few to test
Shun10–3 · 77%3–4 · 43%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 (33 here; about 1.7 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: 11 of 18 tests hold up
  • Wolf: 6 of 15 tests hold up