VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

hamuhamu

  • Akira
  • Vanessa
Career matches1,312
Career win rate55.3%
Round win rate52.0%
Peak rank33
Distinct opponents98
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1508 #1,956 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

Aoi331,11862948956.3%
Akira27153817252.9%
Vanessa2641152636.6%

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

968 of 1,070 rounds counted

6.8 inputs a second (410 a minute) this season. Faster than 41% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.9414768
Akira7.142698
Vanessa6.2373102

By opponent's character

Jacky6.9415183
Kage6.6399122
Wolf7.243098
Akira6.941267
Aoi6.438453
El Blaze7.142873
Jeffry7.042259
Jean6.639866
Sarah6.438551
Vanessa6.740235
Goh7.343740
Shun6.539039
Brad6.539321
Lion7.041930
Dural7.041812
Pai6.53915
Lau7.74629
Eileen6.13645

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

Jacky49262353.1%-1.9
Kage32151746.9%-5.8
Wolf27161159.3%+5.3
Akira22121054.5%+1.0
Aoi1914573.7%+23.1
El Blaze1912763.2%+5.5
Jeffry1751229.4%-23.3
Jean1651131.2%-20.1
Sarah129375.0%+10.1
Vanessa115645.5%-4.6
Goh104640.0%-14.8
Shun106460.0%+12.6
Brad75271.4%+6.0
Lion75271.4%-3.7
Dural31233.3%-26.3
Pai330100.0%+53.9
Lau21150.0%-8.5
Lei Fei220100.0%+46.4
Eileen110100.0%+37.2

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 Fence34171750.0%-7.7
Half Fence30191163.3%+12.4
Open29171258.6%-0.1
Full Fence28131546.4%-9.2
Single Wall27171063.0%+4.1
Low Fence24131154.2%-3.4
Rectangle2314960.9%+2.4
Octagon22101245.5%-1.8
Breakable Full Fence20101050.0%+1.4
Full Fence and Open1971236.8%-16.1

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15752.9%53.4%-0.5
No walls8058.8%58.5%+0.3

Walls against open: -0.8 points (95% range -14.0 to +12.3), p 0.902 — 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

fwnd1396 (Rank 32)2026/10/1587187.5%
cokeshi (Rank 29)2026/10/1496366.7%
ルビーロマン葵 (Rank 33)2026/09/2952340.0%
orz (Rank 31)2026/09/2434191555.9%
Bird-Tat (Rank 32)2026/09/1851420.0%
漂泊の民回線ジプシー (Rank 35)2026/09/1472528.6%
Donaya22 (Rank 25)2026/09/1452340.0%
vaN (Rank 25)2026/09/0263350.0%
G13 (Rank 21)2026/08/2743175.0%
sheerheartattack1433 (Rank 32)2026/08/2732166.7%
yamaneko (Rank 32)2026/08/2764266.7%
nanami.madogiwa (Rank 31)2026/08/2294544.4%
浅川サナタ@ようつべ (Rank 32)2026/08/1743175.0%
こて (Rank 28)2026/08/1732166.7%
メスゴリラ (Rank 26)2026/08/0541325.0%
nasumiso (Rank 28)2026/08/0532166.7%
あらら (Rank 29)2026/08/0552340.0%
筋トレ職人 (Rank 30)2026/08/0554180.0%
emespink (Rank 26)2026/07/3143175.0%
Momomia (Rank 25)2026/07/2554180.0%
twinsshine (Rank 28)2026/07/2542250.0%
무파ZeroBlue (Rank 30)2026/05/2754180.0%
hahaha (Rank 27)2026/05/2751420.0%
え~る (Rank 25)2026/05/2731233.3%
ozemon (Rank 22)2026/04/1231233.3%

Round openings

Every character

crouch dash forward into Hou'oushu3P10010.0%
backdash into evade down909.0%
crouch into Kusanagi2K+G747.4%
backdash into Kamageri4K404.0%
backdash into Ougimai4P393.9%
Sou'unha66K into Raijinha6K313.1%
Ouda6P+K into Oushu Hiji'ate6P+KP303.0%
Shinchuzuki (Deflect)236P+K303.0%
Tenchi In'youP+K+G282.8%
crouch dash back into evade down222.2%
Uzumaki Shutou44P202.0%
backdash into throwP+G202.0%
crouch into Hou'oushu3P151.5%
backdash into Fukko3K+GP+K131.3%
Namigaeshi64P+K into Iwaodome64P+KP121.2%

173 further openings account for the other 436 rounds.

Counted from 250 of the 269 matches played. The rest were not pulled for openings.

Aoi

Career
629–489 · 56.3%
This season
220 matches · 57.3%
Peak rank
33

First hit in 51.0% of 802 rounds. Won 56.0% of the rounds they struck first, 49.9% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 53.0% of rounds, against 34.8% in their other rounds.
  • Against Aoi: attacks straight away in 63.8% of rounds, against 30.4% against everyone else.
  • In round 4 or later: opens with “backdash into evade down” in 17.5% of rounds, against 6.6% in their other rounds.
  • Against Wolf: opens with “backdash into evade down” in 20.4% of rounds, against 7.7% against everyone else.
  • On Low Fence stages: opens with “crouch into 2K+G Kusanagi” in 19.5% of rounds, against 7.9% on the other stages.
  • After opening the round before with “crouch into 2K+G Kusanagi”: opens with “crouch dash forward into 3P Hou'oushu” in 28.1% of rounds, against 9.3% after anything else.

How is this tested?

crouch dash forward into Hou'oushu3P10012.4%
backdash into evade down759.3%
crouch into Kusanagi2K+G749.2%
backdash into Kamageri4K405.0%
backdash into Ougimai4P394.8%
Sou'unha66K into Raijinha6K313.8%
Ouda6P+K into Oushu Hiji'ate6P+KP303.7%
Shinchuzuki (Deflect)236P+K303.7%
Tenchi In'youP+K+G283.5%
crouch dash back into evade down222.7%
Uzumaki Shutou44P202.5%
backdash into throwP+G192.4%
crouch into Hou'oushu3P151.9%
Namigaeshi64P+K into Iwaodome64P+KP121.5%
Ryusen3P+K101.2%

103 further openings account for the other 262 rounds.

Counted from 203 of the 220 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
Jacky13–11 · 54%6–3 · 67%too few to test
Wolf11–8 · 58%3–0 · 100%too few to test
Akira3–4 · 43%4–3 · 57%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.

17 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?

Vanessa

Career
15–26 · 36.6%
This season
24 matches · 33.3%
Peak rank
26

First hit in 10.8% of 102 rounds. Won 45.5% of the rounds they struck first, 46.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: backdash into evade down1211.8%
Defensive Style: Shadow Slicer into Cut-in Knee Kick6K76.9%
Defensive Style: backdash into evade down76.9%
Offensive Style: Landing Knee Kick into Hunting Kick66KK65.9%
Defensive Style: backdash into Stinger Low Blow1P+K54.9%
Defensive Style: crouch into Stinger Low Blow1P+K54.9%
Offensive Style: backdash into Bunker Buster9P54.9%
Defensive Style: backdash into back kick+guard4K+G43.9%
Defensive Style: crouch into throw escape43.9%
Defensive Style: Back Charge Kick32.9%
Defensive Style: Back Charge Kick into backward movement32.9%
Defensive Style: crouch into Low Spin Slicer2K+G32.9%
Offensive Style: Leg Slicer into throwP+G32.9%
Defensive Style: Cut-in Knee Kick into throwP+G22.0%
Defensive Style: Sliding Low Kick22.0%

28 further openings account for the other 31 rounds.

Akira

Career
81–72 · 52.9%
This season
25 matches · 52.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1516.5%
backdash into Fukko3K+GP+K1314.3%
forward dash into Souka Housui3P+K88.8%
crouch into Souka Housui3P+K77.7%
Souka Housui3P+K66.6%
Senzankou66P+K44.4%
backdash into Souka Housui3P+K44.4%
punchP33.3%
punchP into kickK33.3%
backdash into Jouho Touken6P22.2%
backdash into Senzankou66P+K22.2%
forward dash into evade down22.2%
Rimon Chouchu66P into Jouho Touken6P11.1%
Satei3K+G into Fukko3K+GP+K11.1%
Senzankou66P+K into throwP+G11.1%

19 further openings account for the other 19 rounds.

Counted from 23 of the 25 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: 6 of 15 tests hold up
  • Vanessa: not tested (too few rounds)
  • Akira: not tested (too few rounds)