VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

Starlight-_-Anya

  • Pai
  • Akira
  • Wolf
  • Goh
  • Jacky
  • Kage
  • Sarah
Career matches1,320
Career win rate60.9%
Round win rate59.4%
Peak rank26
Distinct opponents19
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1481 Not ranked yet: the list needs 50 matches. See 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

Aoi252411578465.2%
Pai262071406767.6%
Kage242031139055.7%
Jacky24153945961.4%
Sarah22138875163.0%
Goh23112724064.3%
Akira21102515150.0%
Wolf23102653763.7%
Lau—25121348.0%
Taka—1321115.4%
Lion—104640.0%
Vanessa—83537.5%
El Blaze—64266.7%

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

47 of 96 rounds counted

5.7 inputs a second (340 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Aoi5.734134
Akira5.63354
Jacky5.63385
Kage5.53304

By opponent's character

Akira5.83498
Shun5.63389
Sarah5.93523
Aoi5.73427
Goh5.33214
Jean6.13685
Jeffry5.33184
Lei Fei5.63354
Lion5.23153

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

Akira63350.0%-19.6
Shun42250.0%-14.5
Sarah330100.0%+40.2
Wolf32166.7%+13.9
Aoi220100.0%+30.8
Goh110100.0%+45.3
Jacky110100.0%+48.3
Jean1010.0%-48.9
Jeffry1010.0%-37.5
Lei Fei1010.0%-66.1
Lion110100.0%+55.2
Pai1010.0%-60.1

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

Single Wall96366.7%-0.2
Breakable Half Fence42250.0%-0.8
Half Fence330100.0%+40.2
Rectangle330100.0%+51.2
Low Fence2020.0%-55.0
Full Fence1010.0%-61.0
Full Fence and Open1010.0%-37.5
Octagon1010.0%-66.1
Open110100.0%+22.4

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1266.7%56.9%+9.7
No walls1258.3%65.1%-6.7

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

twinsshine (Rank 28)2026/09/171010.0%
B.S.R-JP (Rank 26)2026/09/14110100.0%
yusyusonna (Rank 25)2026/09/1432166.7%
☆瞳氷☆ (Rank 23)2026/06/15220100.0%
poteto (Rank 31)2026/06/111010.0%
五反田の義姉 (Rank 25)2026/06/11110100.0%
CELIS (Rank 27)2026/06/0521150.0%
こうちゃん(`ー´)ノ (Rank 28)2026/05/18110100.0%
Silent$OriginX99 (Rank 21)2026/05/171010.0%
ダストレス (Rank 19)2026/05/161010.0%
nekoneko (Rank 21)2026/05/11110100.0%
gans.sk602 (Rank 28)2026/04/15110100.0%
はげまん (Rank 26)2026/04/15220100.0%
ばけたばけろう (Rank 24)2026/04/141010.0%
未夕 (Rank 27)2026/04/14110100.0%
kimxxxtt (Rank 23)2026/04/141010.0%
うをん (Rank 27)2026/04/141010.0%
yasai (Rank 21)2026/03/3021150.0%
Nox (Rank 21)2026/03/30110100.0%

Round openings

Every character

evade up into crouch dash back88.3%
evade up into evade down55.2%
forward movement into Nirentotsu OuchuPPP55.2%
guardG55.2%
Kusanagi2K+G33.1%
Souka Rensui3PP into Souka Raigekishou3PPP33.1%
backdash into Tenshin Oushoushou46P+K33.1%
Quick Shoulder66P+K22.1%
crouch dash forward into Chutenshou2K+GP22.1%
crouch dash forward into evade down22.1%
evade down into crouch dash back22.1%
evade up22.1%
Elbow Butt4P into punchP11.0%
Garyu66K11.0%
Jouho Senshou46P11.0%

51 further openings account for the other 51 rounds.

Aoi

Career
157–84 · 65.2%
This season
10 matches · 70.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into crouch dash back514.7%
forward movement into Nirentotsu OuchuPPP514.7%
Kusanagi2K+G38.8%
evade up into evade down38.8%
Kamageri4K12.9%
backdash into Ougimai4P12.9%
crouch dash back into Maegeri3K12.9%
crouch dash forward into Tsumujisakura6PP12.9%
crouch dash forward into throwP+G12.9%
evade down into Chudan Hiji'ate6P12.9%
evade down into Kusanagi2K+G12.9%
evade down into Maegeri3K12.9%
evade down into crouch dash back12.9%
evade down into guardG12.9%
evade up12.9%

7 further openings account for the other 7 rounds.

Pai

Career
140–67 · 67.6%
This season
6 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souka Rensui3PP into Souka Raigekishou3PPP312.5%
backdash into Tenshin Oushoushou46P+K312.5%
guardG28.3%
backdash into Ensei Soushouheki4P14.2%
backdash into Honrakukyaku46K+G14.2%
crouch dash forward into Enbikyaku3K+G14.2%
crouch dash forward into Souka Raigekishou3PPP14.2%
crouch dash forward into evade down14.2%
evade down into Renka Sentai2KK14.2%
evade down into Sensaitai2K14.2%
evade down into Tenshi Katsumentai Haishin2P+KK14.2%
evade down into crouch dash back14.2%
evade up into Enbikyaku3K+G14.2%
evade up into crouch dash forward14.2%
evade up into evade down14.2%

4 further openings account for the other 4 rounds.

Akira

Career
51–51 · 50.0%
This season
3 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into Chutenshou2K+GP218.2%
Jouho Senshou46P19.1%
crouch dash forward into evade down19.1%
evade down into Rimon Chouchu66P19.1%
evade down into Souka Housui3P+K19.1%
evade up19.1%
evade up into Jouho Touken6P19.1%
evade up into Youhou33P19.1%
forward dash into throwP+G19.1%
guardG19.1%

Wolf

Career
65–37 · 63.7%
This season
2 matches · 50.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Quick Shoulder66P+K222.2%
Elbow Butt4P into punchP111.1%
Low Drop Kick62K111.1%
backdash into Short Shoulder46P+K111.1%
evade up into Quick Shoulder66P+K111.1%
forward dash into guardG111.1%
guardG into Low Hammer2P111.1%
guardG into Tomahawk Chop9P111.1%

Goh

Career
72–40 · 64.3%
This season
1 matches · 100.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into crouch dash back240.0%
Garyu66K120.0%
evade down into punchP120.0%
evade up into Kyousengeri46K120.0%

Jacky

Career
94–59 · 61.4%
This season
1 matches · 0.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Slant Back Knuckle1P into backdash120.0%
evade down120.0%
evade up into crouch dash back120.0%
forward movement into Jab StraightPP120.0%
forward movement into Slant Back Knuckle1P120.0%

Kage

Career
113–90 · 55.7%
This season
1 matches · 100.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tsumujigeri2K+G125.0%
evade up into evade down125.0%
evade up into forward dash125.0%
guardG125.0%

Sarah

Career
87–51 · 63.0%
This season
1 matches · 0.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Snap Side Chop3P into Snap Side Chop Double3PP125.0%
backdash into Leg Slicer2K+G125.0%
evade down into crouch125.0%
evade down into forward dash125.0%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Aoi: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Sarah: not tested (too few rounds)