VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

BFGC|McMoney

  • Pai
Career matches2,282
Career win rate56.6%
Round win rate53.8%
Peak rank36
Distinct opponents57
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1750 #575 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

Aoi362,2651,27599056.3%
Pai2717170100.0%

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

797 of 1,130 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

Aoi6.7400797

By opponent's character

Akira6.6394113
Kage6.941576
Jacky6.840652
Brad6.941373
Lau6.8408105
El Blaze6.840665
Sarah6.538967
Taka5.734063
Shun6.740348
Aoi6.740249
Vanessa6.94156
Wolf7.243021
Jeffry7.243325
Jean6.740211
Goh6.63966
Lei Fei6.84088
Pai6.43869

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

Akira40172342.5%-9.1
Kage33211263.6%+5.3
Jacky29181162.1%+4.4
Brad28141450.0%-6.3
Lau28131546.4%+1.0
El Blaze178947.1%+4.6
Sarah1712570.6%+8.6
Taka1641225.0%-25.7
Shun1310376.9%+12.6
Aoi129375.0%+19.3
Vanessa126650.0%+5.3
Wolf118372.7%+13.2
Jeffry104640.0%-9.3
Jean64266.7%-5.4
Lion62433.3%-26.3
Goh440100.0%+10.4
Lei Fei32166.7%+1.8
Pai220100.0%+3.4

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

Rectangle43192444.2%-13.3
Open39251464.1%+5.5
Octagon33191457.6%+1.1
Breakable Full Fence32191359.4%+4.8
Half Fence3122971.0%+11.5
Single Wall28171160.7%+9.9
Breakable Half Fence27121544.4%-1.0
Low Fence25101540.0%-11.9
Full Fence179852.9%-1.8
Full Fence and Open42250.0%-14.9

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18354.6%54.9%-0.3
No walls9256.5%54.7%+1.8

Walls against open: -2.1 points (95% range -14.1 to +9.9), p 0.730 — 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

DevolvedNeutrals (Rank 39)2026/10/112271531.8%
ChilePiquín (Rank 37)2026/10/11124833.3%
Chris (Rank 36)2026/07/2495455.6%
UltraSeBassツ (Rank 35)2026/07/1785362.5%
IphanatikI (Rank 33)2026/07/1764266.7%
OG_Gmr85 (Rank 1)2026/07/17440100.0%
Ravenous123 (Rank 32)2026/06/24149564.3%
HappyFriendLau (Rank 33)2026/06/24660100.0%
Denkai (Rank 43)2026/06/2451420.0%
VectorMan- (Rank 34)2026/06/21105550.0%
Jiikae (Rank 30)2026/06/161712570.6%
seedash (Rank 31)2026/06/16107370.0%
live4eva_ (Rank 40)2026/06/1451420.0%
LeverlessisHard|Ant0 (Rank 35)2026/06/1393633.3%
KDQIBushido (Rank 36)2026/06/131421214.3%
CMoney012 (Rank 40)2026/06/137070.0%
brucelabestia (Rank 34)2026/06/061551033.3%
itrap (Rank 29)2026/05/28440100.0%
Based_Ganja (Rank 31)2026/05/1241325.0%
Svengeance999 (Rank 32)2026/05/1262433.3%
BLACKALERT!!! (Rank 41)2026/05/12104640.0%
kungfusmurf (Rank 35)2026/05/12114736.4%
illa_NoiZe (Rank 28)2026/04/16440100.0%
Yam (Rank 21)2026/04/16660100.0%
StayRealChill (Rank 32)2026/03/29440100.0%

Round openings

Every character

crouch dash back into crouch838.1%
crouch into Maegeri3K797.7%
crouch dash forward into Hou'oushu3P686.6%
Ouda6P+K into Oushu Hiji'ate6P+KP636.1%
Kusanagi2K+G535.2%
Hou'oushu3P494.8%
crouch dash back into Hou'oushu3P403.9%
Chudan Hiji'ate6P into Tsumujisakura6PP252.4%
guardG232.2%
Chudan Hiji'ate6P222.1%
crouch dash back into Ryoushi43P212.0%
Tenchi In'youP+K+G201.9%
Maegeri3K151.5%
crouch dash back into evade down151.5%
forward movement into back punch+kick4P+K131.3%

174 further openings account for the other 441 rounds.

Counted from 262 of the 287 matches played. The rest were not pulled for openings.

Aoi

Career
1,275–990 · 56.3%
This season
277 matches · 53.4%
Peak rank
36

First hit in 56.0% of 992 rounds. Won 52.6% of the rounds they struck first, 53.3% of the rounds they were struck first.

Significant Tells

  • After opening the round before by attacking: attacks straight away in 49.8% of rounds, against 32.0% after anything else.

How is this tested?

crouch dash back into crouch838.3%
crouch into Maegeri3K798.0%
crouch dash forward into Hou'oushu3P686.8%
Ouda6P+K into Oushu Hiji'ate6P+KP636.3%
Kusanagi2K+G535.3%
Hou'oushu3P494.9%
crouch dash back into Hou'oushu3P404.0%
Chudan Hiji'ate6P into Tsumujisakura6PP252.5%
guardG232.3%
Chudan Hiji'ate6P222.2%
crouch dash back into Ryoushi43P212.1%
Tenchi In'youP+K+G202.0%
Maegeri3K151.5%
crouch dash back into evade down151.5%
forward movement into back punch+kick4P+K131.3%

155 further openings account for the other 405 rounds.

Counted from 252 of the 277 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
Akira11–11 · 50%4–5 · 44%too few to test
Brad9–8 · 53%5–4 · 56%too few to test
Kage8–4 · 67%8–5 · 62%too few to test
Lau5–9 · 36%4–6 · 40%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.

25 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?

Pai

Career
17–0 · 100.0%
This season
10 matches · 100.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senchuken6P616.7%
backdash into evade down411.1%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK25.6%
Soukasui3P into backward movement25.6%
crouch dash forward into Souanshou3P+K25.6%
punchP into kickK25.6%
Hi'en Tankyaku9K12.8%
Honshin Soukyaku1K+G12.8%
Shi'en Settai2K+G12.8%
Souka Rensui3PP into Souka Raigekishou3PPP12.8%
backdash into Ensei SenpukyakuK+G12.8%
backdash into Ensei Toukikyaku46KK12.8%
backdash into Enshi Soushou66P12.8%
backdash into Renkan Tanheki66KP12.8%
backdash into punchP12.8%

9 further openings account for the other 9 rounds.

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: 1 of 15 tests hold up
  • Pai: not tested (too few rounds)