VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Aoi

エリオ

  • Kage
Career matches1,448
Career win rate58.7%
Round win rate55.5%
Peak rank40
Distinct opponents187
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1610 #1,283 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

Aoi401,32375057356.7%
Kage311251002580.0%

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

2,417 of 2,417 rounds counted

6.0 inputs a second (359 a minute) this season. Faster than 18% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.03582,234
Kage6.2374183

By opponent's character

Akira5.9356310
Jacky6.1367225
Pai6.0360196
Goh6.0359200
Kage5.7344177
Brad6.1363158
Jeffry5.9354166
Aoi6.0360142
Shun6.0360132
Lau6.2370119
Jean5.8351113
Lion6.1367101
Wolf6.237288
Vanessa5.935470
Lei Fei6.237163
Taka5.733947
Sarah6.136844
Eileen5.734422
El Blaze5.834924
Dural6.136720

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

Akira77443357.1%-1.2
Jacky54312357.4%-2.6
Pai49242549.0%-4.3
Goh48291960.4%+1.4
Kage45261957.8%+1.1
Brad39271269.2%+14.2
Jeffry39231659.0%+1.5
Aoi34231167.7%+7.0
Shun33221166.7%+11.6
Lau30151550.0%-6.4
Jean28151353.6%+1.2
Lion2617965.4%+11.3
Wolf22121054.5%-6.0
Vanessa1771041.2%-15.9
Lei Fei1610662.5%+1.4
Taka1221016.7%-38.5
Sarah116554.5%+2.5
Eileen63350.0%-11.9
El Blaze62433.3%-27.8
Dural43175.0%+8.5

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.

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

Octagon76373948.7%-11.5
Breakable Half Fence75423356.0%-0.6
Rectangle71363550.7%-9.4
Low Fence59342557.6%+0.0
Open58332556.9%+2.2
Full Fence56352162.5%+9.2
Breakable Full Fence53332062.3%+5.7
Single Wall52322061.5%+2.1
Half Fence44281663.6%+8.3
Full Fence and Open2113861.9%+5.4

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
Walls37556.3%57.1%-0.8
No walls16958.6%57.3%+1.2

Walls against open: -2.1 points (95% range -12.9 to +8.8), p 0.706 — 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

ビルちゃん (Rank 39)2026/10/1886275.0%
zaduhkj (Rank 37)2026/10/1864266.7%
たつや (Rank 40)2026/10/1891811.1%
Chidark_riera (Rank 39)2026/10/18137653.9%
Choi_Akira (Rank 39)2026/10/1761516.7%
mudanadoryokuzki (Rank 38)2026/10/1783537.5%
まっくすさら (Rank 33)2026/10/1564266.7%
漂泊の民回線ジプシー (Rank 37)2026/10/131331023.1%
村長~災禍の中心~ (Rank 39)2026/10/13129375.0%
ゲッパー (Rank 38)2026/10/1275271.4%
ひざくん☆中能登VF部 (Rank 35)2026/10/1274357.1%
会長さん (Rank 35)2026/10/1294544.4%
VLW_PS (Rank 36)2026/10/1296366.7%
Nkun2026 (Rank 35)2026/10/1271614.3%
JackonBean (Rank 41)2026/10/1274357.1%
しょべるん (Rank 39)2026/10/1286275.0%
aona (Rank 34)2026/10/12108280.0%
Shura1025 (Rank 35)2026/10/12135838.5%
おるが@のびしろF (Rank 34)2026/10/1065183.3%
金平糖 (Rank 39)2026/10/1093633.3%
ピーエス (Rank 40)2026/10/0994544.4%
enotisa-7 (Rank 26)2026/09/18660100.0%
kinpouge (Rank 23)2026/09/18118372.7%
akd-saka1067 (Rank 16)2026/09/15880100.0%
kuo9960 (Rank 10)2026/09/1484450.0%

Round openings

Every character

crouch dash back into guardG13312.8%
forward movement into NirentotsuPP403.8%
Sou'unha66K353.4%
evade up into crouch dash forward353.4%
evade up into crouch dash back333.2%
forward movement into Nirentotsu OuchuPPP323.1%
forward movement into punchP282.7%
Ryoushi43P272.6%
backward movement into Hou'oushu3P242.3%
forward dash into Tsukiashibarai1P181.7%
crouch dash back into Hou'oushu3P171.6%
evade down into guardG171.6%
crouch dash back into backdash151.4%
guardG into Namigaeshi64P+K151.4%
Tenchi In'youP+K+G141.3%

213 further openings account for the other 560 rounds.

Counted from 262 of the 596 matches played. The rest were not pulled for openings.

Aoi

Career
750–573 · 56.7%
This season
550 matches · 56.2%
Peak rank
40

First hit in 54.8% of 931 rounds. Won 63.5% of the rounds they struck first, 56.1% of the rounds they were struck first.

Significant Tells

  • Against Shun: evades first in 42.6% of rounds, against 16.1% against everyone else.
  • Against Shun: opens with “evade up into crouch dash back” in 16.4% of rounds, against 2.5% against everyone else.

How is this tested?

crouch dash back into guardG11312.1%
forward movement into NirentotsuPP404.3%
Sou'unha66K353.8%
evade up into crouch dash back323.4%
forward movement into Nirentotsu OuchuPPP323.4%
evade up into crouch dash forward293.1%
Ryoushi43P272.9%
forward movement into punchP252.7%
backward movement into Hou'oushu3P242.6%
forward dash into Tsukiashibarai1P181.9%
crouch dash back into Hou'oushu3P171.8%
evade down into guardG161.7%
guardG into Namigaeshi64P+K151.6%
Tenchi In'youP+K+G141.5%
forward dash into Kusanagi2K+G131.4%

180 further openings account for the other 481 rounds.

Counted from 234 of the 550 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
Akira11–7 · 61%10–2 · 83%too few to test
Kage13–7 · 65%2–3 · 40%too few to test
Jeffry11–4 · 73%1–3 · 25%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.

316 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?

Kage

Career
100–25 · 80.0%
This season
46 matches · 69.6%
Peak rank
31

First hit in 47.3% of 112 rounds. Won 71.7% of the rounds they struck first, 55.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into guardG2017.9%
Rasen4P into Rasen Urageri4PK65.4%
Ryu'eikyaku66K65.4%
crouch dash back into Furikakato OtoshiK+G65.4%
evade up into crouch dash forward65.4%
backward movement into Nagiharai6P+K54.5%
backdash into Hagakure-ryu In Raijingeki46P+K43.6%
Kasumi Yaiba66P+K into forward movement32.7%
crouch dash back into backdash32.7%
forward movement into punchP32.7%
Hagakure-ryu In Raijingeki46P+K21.8%
Rasen4P21.8%
Rasen4P into kickK21.8%
backdash into Gen'you4K+G21.8%
crouch dash back into Rasen Urageri4PK21.8%

34 further openings account for the other 40 rounds.

Counted from 28 of the 46 matches played. The rest were not pulled for openings.

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
  • Kage: not tested (too few rounds)