VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

Kruza

  • Jeffry
Career matches4,805
Career win rate60.6%
Round win rate56.6%
Peak rank36
Distinct opponents68
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1782 #437 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

Aoi362,1691,37779263.5%
Jeffry311,71099471658.1%
Vanessa—92654238458.5%

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

638 of 1,238 rounds counted

6.6 inputs a second (397 a minute) this season. Faster than 34% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.6397638

By opponent's character

Jacky6.639659
Kage6.036013
Sarah6.639428
Shun6.337675
Vanessa7.243061
Akira6.941493
Pai6.941535
Lei Fei6.639629
Jeffry6.337635
Brad6.740446
Goh7.142545
Wolf6.237537
Dural6.23718
Jean6.237425
Lau6.639428
El Blaze6.33784
Taka5.734412
Eileen6.13665

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

Jacky3223971.9%+9.0
Kage31211067.7%+9.3
Sarah30131743.3%-4.4
Shun28111739.3%-20.0
Vanessa2821775.0%+16.0
Akira24111345.8%-13.7
Pai20101050.0%-2.9
Lei Fei1910952.6%-3.2
Jeffry1811761.1%-8.2
Brad129375.0%+5.7
Goh128466.7%-0.4
Wolf129375.0%-1.2
Dural109190.0%+3.9
Jean87187.5%+13.8
Lau85362.5%-2.4
El Blaze54180.0%+9.8
Aoi43175.0%+8.1
Taka32166.7%-14.4
Eileen110100.0%+44.5

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

Half Fence47281959.6%+1.1
Full Fence39251464.1%+4.6
Low Fence3223971.9%+6.0
Rectangle30171356.7%+6.7
Breakable Full Fence2920969.0%+6.2
Breakable Half Fence28181064.3%+0.4
Open27141351.9%-13.2
Single Wall2618869.2%-1.3
Octagon22121054.5%-11.0
Full Fence and Open73442.9%-4.5

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
Walls19561.5%59.8%+1.7
No walls8564.7%66.9%-2.2

Walls against open: +3.9 points (95% range -7.4 to +15.1), p 0.502 — 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

Blurring (Rank 36)2026/10/061210283.3%
The8thOne (Rank 28)2026/09/0843175.0%
samtheseed (Rank 31)2026/09/071711664.7%
ChilePiquín (Rank 36)2026/09/0672528.6%
robib (Rank 24)2026/09/0354180.0%
Da-Goat-Pawn (Rank 30)2026/09/032819967.9%
MalcolmEXS (Rank 30)2026/08/31440100.0%
Pudding (Rank 41)2026/08/252491537.5%
BLACKSTAR (Rank 36)2026/08/1764266.7%
B34TD0WN (Rank 27)2026/07/2753260.0%
xChimerax (Rank 32)2026/07/2243175.0%
STL (Rank 35)2026/07/0454180.0%
onuelito (Rank 32)2026/06/25156940.0%
kungfusmurf (Rank 36)2026/06/2053260.0%
SugarBear (Rank 35)2026/06/07104640.0%
Goat_intheshell/ttv (Rank 33)2026/06/07118372.7%
DustyCrawlman (Rank 34)2026/05/2273442.9%
n.fangy (Rank 36)2026/05/2071614.3%
TheQu (Rank 34)2026/05/1853260.0%
itrap (Rank 28)2026/05/06109190.0%
iKillYouXChicken (Rank 37)2026/04/1661516.7%
Ryuhayabusa999 (Rank 21)2026/04/1087187.5%
MelonBread (Rank 34)2026/04/1085362.5%
Ichiron47 (Rank 27)2026/04/0842250.0%
Akai (Rank 39)2026/04/045050.0%

Round openings

Every character

Hou'oushu3P17414.6%
throw escape13911.7%
guardG into throw escape11910.0%
Ryoushi43P927.7%
Ouda6P+K837.0%
Chudan Hiji'ate6P635.3%
Shinchuzuki (Deflect)236P+K514.3%
Tenchi In'youP+K+G312.6%
guardG into Hou'oushu3P231.9%
Koromoguruma66P201.7%
crouch dash forward into throw escape201.7%
Sanseigan66P+K191.6%
backward movement into Hou'oushu3P161.4%
Kasuminagi2KP into Kasumi Renshou2KPP121.0%
Ouda6P+K into Oushu Hiji'ate6P+KP121.0%

112 further openings account for the other 315 rounds.

Counted from 293 of the 305 matches played. The rest were not pulled for openings.

Aoi

Career
1,377–792 · 63.5%
This season
300 matches · 61.0%
Peak rank
36

First hit in 49.5% of 1,162 rounds. Won 57.6% of the rounds they struck first, 54.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 27.1% of rounds, against 16.5% in their other rounds.
  • After opening the round before by attacking: attacks straight away in 75.9% of rounds, against 69.1% after anything else.
  • After losing a round: waits first in 24.1% of rounds, against 10.2% after winning one.
  • When ahead: moves in first in 6.8% of rounds, against 1.6% when level or behind.
  • In round 1: opens with “throw escape” in 19.4% of rounds, against 8.8% in their other rounds.
  • Against Kage: opens with “43P Ryoushi” in 17.8% of rounds, against 6.8% against everyone else.
  • After losing a round: opens with “43P Ryoushi” in 14.3% of rounds, against 4.2% after winning one.
  • When behind: opens with “43P Ryoushi” in 14.3% of rounds, against 6.0% when ahead or level.

How is this tested?

Hou'oushu3P17414.9%
throw escape13311.4%
guardG into throw escape1159.8%
Ryoushi43P927.9%
Ouda6P+K837.1%
Chudan Hiji'ate6P635.4%
Shinchuzuki (Deflect)236P+K514.4%
Tenchi In'youP+K+G312.6%
guardG into Hou'oushu3P232.0%
Koromoguruma66P201.7%
crouch dash forward into throw escape201.7%
Sanseigan66P+K191.6%
backward movement into Hou'oushu3P161.4%
Kasuminagi2KP into Kasumi Renshou2KPP121.0%
Ouda6P+K into Oushu Hiji'ate6P+KP121.0%

106 further openings account for the other 304 rounds.

Counted from 288 of the 300 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
Jacky16–7 · 70%4–1 · 80%too few to test
Sarah10–11 · 48%2–1 · 67%too few to test
Kage11–5 · 69%7–4 · 64%too few to test
Shun4–8 · 33%6–8 · 43%too few to test
Akira5–7 · 42%4–5 · 44%too few to test
Pai7–7 · 50%3–3 · 50%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.

12 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?

Jeffry

Career
994–716 · 58.1%
This season
5 matches · 100.0%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

throw escape628.6%
Body CrushP+K523.8%
guardG into throw escape419.1%
Dash Elbow66P14.8%
Elbow Butt6P14.8%
Sunlit Body Upper3P+K14.8%
evade up into guardG14.8%
evade up into throwP+G14.8%
kickK14.8%

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: 8 of 15 tests hold up
  • Jeffry: not tested (too few rounds)