VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

mahoro315

Career matches2,000
Career win rate46.9%
Round win rate49.3%
Peak rank26
Distinct opponents142
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1354 #2,904 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

Aoi262,0009381,06246.9%

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

959 of 1,096 rounds counted

7.0 inputs a second (420 a minute) this season. Faster than 46% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi7.0420959

By opponent's character

Akira6.9416126
Aoi6.8409124
Jacky6.8410100
Sarah6.740474
Wolf7.545268
Goh7.444382
Lau6.941374
Jeffry7.142862
Pai7.142446
Kage7.041728
Lei Fei7.243437
Shun6.639822
Lion6.338131
Taka7.846518
El Blaze7.243116
Brad7.142720
Jean7.041816
Eileen7.34388
Vanessa7.74647

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

Akira39192048.7%+6.1
Aoi37231462.2%+17.7
Jacky2671926.9%-20.5
Sarah2315865.2%+13.1
Wolf2261627.3%-20.4
Goh1910952.6%+8.6
Lau1914573.7%+12.4
Jeffry1661037.5%-5.4
Pai126650.0%+1.6
Kage94544.4%-0.9
Lei Fei94544.4%+5.8
Shun94544.4%-10.1
Lion87187.5%+24.8
Taka72528.6%-24.5
El Blaze6060.0%-49.5
Brad550100.0%+29.1
Jean51420.0%-31.7
Eileen2020.0%-41.3
Vanessa2020.0%-28.2

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 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%+0.0
Single Wall33161748.5%+0.2
Half Fence31141745.2%-3.5
Low Fence27131448.1%+4.1
Breakable Full Fence26101638.5%-9.1
Octagon25141156.0%+12.1
Rectangle25121348.0%-3.9
Breakable Half Fence2071335.0%-11.0
Full Fence2013765.0%+9.9
Full Fence and Open146842.9%-6.7

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14747.6%48.6%-1.0
No walls9749.5%48.4%+1.1

Walls against open: -2.1 points (95% range -15.7 to +11.6), p 0.766 — 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

∞オロチ丸∞ (Rank 27)2026/10/1431233.3%
委員ちょ (Rank 21)2026/10/05880100.0%
pottin (Rank 24)2026/10/0543175.0%
みらめたる (Rank 21)2026/09/2453260.0%
hexa-RAh (Rank 26)2026/09/2441325.0%
t4a (Rank 24)2026/09/2432166.7%
asteroid-belt777 (Rank 25)2026/09/2243175.0%
a_h_i_k_o (Rank 26)2026/09/2232166.7%
mochi2_0918 (Rank 26)2026/09/2232166.7%
GWO (Rank 24)2026/09/1451420.0%
神無月夏美Vtuber (Rank 26)2026/08/3131233.3%
CELIS (Rank 28)2026/08/3142250.0%
砂の橋 (Rank 26)2026/08/3143175.0%
サーちゃん (Rank 23)2026/08/2776185.7%
G13 (Rank 21)2026/08/2564266.7%
dalmax72 (Rank 21)2026/08/2454180.0%
Momomia (Rank 24)2026/08/045050.0%
yagi[JP] (Rank 21)2026/08/04440100.0%
naowai (Rank 21)2026/08/03330100.0%
天道酬勤 (Rank 21)2026/08/03108280.0%
juste (Rank 26)2026/07/234040.0%
qzmix (Rank 24)2026/07/2031233.3%
KAISER (Rank 21)2026/07/2043175.0%
ツーツ (Rank 21)2026/06/2241325.0%
dojoGR (Rank 21)2026/03/30330100.0%

Round openings

Aoi

Career
938–1,062 · 46.9%
This season
275 matches · 48.4%
Peak rank
26

First hit in 57.3% of 993 rounds. Won 52.4% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “66K Sou'unha” in 26.2% of rounds, against 18.3% in their other rounds.
  • Against Wolf: opens with “evade up into 6P+K Ouda” in 10.7% of rounds, against 2.6% against everyone else.

How is this tested?

Sou'unha66K20320.3%
crouch into Kusanagi2K+G949.4%
punchP into NirentotsuPP787.8%
NirentotsuPP into Nirentotsu OuchuPPP434.3%
evade up into Ouda6P+K333.3%
Ouda6P+K into forward movement292.9%
Tenchi In'youP+K+G292.9%
punchP282.8%
backdash into Sou'unha66K252.5%
forward dash into Raijinha6K212.1%
guardG into Tenchi In'youP+K+G202.0%
down, down-back punch+kick21P+K191.9%
punchP into Nirentotsu OuchuPPP191.9%
punchP into ShougerigasanePK181.8%
down-back punch+kick1P+K171.7%

102 further openings account for the other 324 rounds.

Counted from 252 of the 275 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
Akira9–10 · 47%8–5 · 62%too few to test
Aoi16–8 · 67%5–5 · 50%too few to test
Sarah6–4 · 60%5–4 · 56%too few to test
Wolf2–8 · 20%4–4 · 50%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.

23 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 (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: 2 of 15 tests hold up