VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

HUN

Career matches1,520
Career win rate35.0%
Round win rate44.1%
Peak rank23
Distinct opponents124
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1184 #3,470 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

Aoi231,52053298835.0%

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

1,189 of 1,298 rounds counted

7.9 inputs a second (476 a minute) this season. Faster than 70% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi7.94761,189

By opponent's character

Akira7.5447151
Jeffry8.2492116
Sarah8.048092
Wolf8.551190
Aoi7.947187
Pai7.444688
Goh8.249480
Kage7.846667
Lau7.544982
Jacky8.047778
Shun8.349672
Brad8.450747
El Blaze9.556729
Lion7.846632
Lei Fei7.947126
Vanessa8.047827
Jean7.545316
Taka5.83506
Eileen8.95323

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

Akira39102925.6%-12.1
Jeffry2962320.7%-19.2
Sarah28171160.7%+18.9
Wolf28121642.9%+3.0
Aoi2491537.5%+2.5
Pai2491537.5%-3.1
Goh2314960.9%+24.4
Kage2171433.3%-0.7
Lau2141719.1%-26.8
Jacky2081240.0%+5.1
Shun1881044.4%+11.3
Brad148657.1%+13.2
El Blaze92722.2%-11.4
Lion85362.5%+20.4
Lei Fei7070.0%-26.7
Vanessa75271.4%+34.0
Jean4040.0%-32.1
Taka2020.0%-52.6
Eileen110100.0%+53.8

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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

Breakable Half Fence46212545.6%+4.2
Low Fence44162836.4%-1.8
Breakable Full Fence37162143.2%+7.8
Rectangle31131841.9%+8.3
Single Wall29111837.9%-3.8
Full Fence28131546.4%+10.0
Half Fence2891932.1%-12.1
Open2872125.0%-14.9
Octagon2591636.0%+0.5
Full Fence and Open1951426.3%-9.7

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19541.5%38.4%+3.1
No walls10133.7%39.1%-5.5

Walls against open: +8.6 points (95% range -4.7 to +21.9), p 0.206 — 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

まめぱぱ (Rank 23)2026/10/18124833.3%
RECOBA20 (Rank 21)2026/10/0732166.7%
K.K.カブキモノ (Rank 23)2026/10/075050.0%
milkboy2021 (Rank 20)2026/09/18111109.1%
QUASI (Rank 24)2026/09/1553260.0%
ASSERT(m_pThink); (Rank 21)2026/09/1562433.3%
kimxxxtt (Rank 23)2026/09/0652340.0%
tsuna-sand274 (Rank 26)2026/08/2851420.0%
ぱぱ (Rank 21)2026/08/2764266.7%
富美 (Rank 21)2026/08/2576185.7%
dalmax72 (Rank 21)2026/08/2573442.9%
statham7352 (Rank 25)2026/08/2441325.0%
yagi[JP] (Rank 24)2026/08/2361516.7%
IYO-no-okazu (Rank 22)2026/08/2063350.0%
パニガーレ (Rank 23)2026/08/1941325.0%
しゅうまい (Rank 24)2026/08/184040.0%
O.J.A (Rank 22)2026/08/1851420.0%
トローリロートル (Rank 23)2026/08/0475271.4%
smogh (Rank 21)2026/08/0442250.0%
くっきー爆弾 (Rank 21)2026/08/0432166.7%
jaded_sixer3 (Rank 18)2026/08/0453260.0%
パパ (Rank 25)2026/08/0261516.7%
yujiberra (Rank 21)2026/05/2852340.0%
jun78052 (Rank 24)2026/05/274040.0%
kobaman (Rank 26)2026/05/1932166.7%

Round openings

Aoi

Career
532–988 · 35.0%
This season
327 matches · 38.2%
Peak rank
23

First hit in 51.0% of 1,194 rounds. Won 47.0% of the rounds they struck first, 41.5% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 56.1% of rounds, against 30.6% in their other rounds.
  • In round 1: opens with “backdash” in 15.2% of rounds, against 3.6% in their other rounds.
  • On Rectangle stages: opens with “2K+G Kusanagi” in 14.7% of rounds, against 6.5% on the other stages.

How is this tested?

Tenchi In'youP+K+G12110.1%
Kusanagi2K+G887.3%
backdash786.5%
Tsukiashibarai1P into crouch615.1%
crouch dash back into evade down584.8%
Sou'unha66K into Kumogeri6KK453.7%
backdash into backward movement443.7%
backdash into guardG403.3%
Raijinha6K into Kumogeri6KK393.2%
crouch dash back322.7%
Jousei Ryusenshou214P+K272.2%
Tsukiashibarai1P262.2%
crouch dash back into backdash252.1%
Sou'unha66K into Raijinha6K221.8%
crouch dash back into guardG201.7%

152 further openings account for the other 476 rounds.

Counted from 303 of the 327 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
Akira8–21 · 28%2–6 · 25%too few to test
Jeffry3–7 · 30%3–10 · 23%too few to test
Sarah12–10 · 55%4–0 · 100%too few to test
Wolf8–10 · 44%0–3 · 0%too few to test
Pai5–7 · 42%4–8 · 33%too few to test
Kage3–2 · 60%2–6 · 25%too few to test
Lau4–15 · 21%0–2 · 0%too few to test
Aoi6–6 · 50%1–2 · 33%too few to test
Goh9–6 · 60%3–2 · 60%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.

24 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: 3 of 15 tests hold up