VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Aoi

yowakko1973

  • Pai
  • Goh
  • Jeffry
Career matches1,482
Career win rate56.7%
Round win rate49.6%
Peak rank33
Distinct opponents145
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1553 #1,659 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

Aoi3079642736953.6%
Pai3345329116264.2%
Goh2622611910752.6%
Jeffry2673442.9%

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

1,340 of 1,340 rounds counted

6.5 inputs a second (393 a minute) this season. Faster than 32% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.6397652
Pai6.6398450
Goh6.2372234
Jeffry6.63954

By opponent's character

Akira6.6396194
Jacky6.7402168
Shun6.6398112
Wolf6.639688
Jeffry6.639488
Kage6.237384
Pai6.639478
Sarah6.438476
Aoi6.438679
Goh6.538974
Lei Fei6.539062
Lion6.338057
Jean6.739941
Lau6.840841
El Blaze6.639435
Taka6.136621
Brad7.142815
Dural6.841011
Eileen6.941610
Vanessa6.23706

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

Akira48252352.1%+1.6
Jacky38172144.7%-6.5
Shun29121741.4%-5.6
Wolf22101245.5%-3.4
Jeffry2191242.9%-6.3
Kage2113861.9%+6.3
Pai1911857.9%+4.7
Sarah1981142.1%-11.9
Aoi1812666.7%+9.0
Goh189950.0%-4.5
Lei Fei169756.2%+12.7
Lion137653.9%+2.7
Jean105550.0%+4.9
Lau109190.0%+30.9
El Blaze95455.6%+7.2
Taka62433.3%-10.5
Brad41325.0%-14.4
Dural31233.3%-17.6
Eileen21150.0%+11.3
Vanessa2020.0%-33.5

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.

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

Open59312852.5%+4.9
Low Fence39201951.3%-1.5
Full Fence and Open31131841.9%-8.5
Octagon30121840.0%-11.5
Breakable Half Fence29191065.5%+13.0
Single Wall29181162.1%+11.2
Breakable Full Fence25121348.0%-3.9
Half Fence25141156.0%+3.7
Rectangle24101441.7%-9.4
Full Fence2012860.0%+12.1

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
Walls15351.6%51.3%+0.3
No walls12754.3%50.5%+3.8

Walls against open: -3.5 points (95% range -15.1 to +8.1), p 0.553 — 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

orz (Rank 31)2026/09/1584450.0%
MaxMuncy(お茶 (Rank 26)2026/09/1485362.5%
nanami.madogiwa (Rank 31)2026/09/144040.0%
Wonda15426 (Rank 26)2026/09/1462433.3%
失礼!スマッシュ☆彡 (Rank 27)2026/09/1465183.3%
VanWinkle (Rank 32)2026/09/1451420.0%
Rosagigantea (Rank 27)2026/09/1465183.3%
majide (Rank 32)2026/09/144040.0%
juste (Rank 30)2026/09/1461516.7%
ぴょろすぽ (Rank 31)2026/09/1452340.0%
銀 (Rank 30)2026/09/1472528.6%
ビジネス8歳 (Rank 33)2026/08/3142250.0%
Sinabro (Rank 29)2026/08/3142250.0%
Bird-Tat (Rank 32)2026/08/0343175.0%
wh-ida2 (Rank 23)2026/08/03440100.0%
M&E (Rank 24)2026/07/2631233.3%
イイダ (Rank 28)2026/07/264040.0%
獣王(設定2) (Rank 29)2026/07/2641325.0%
elf4sale (Rank 32)2026/06/0742250.0%
ふぇに (Rank 33)2026/06/0754180.0%
AcidNine-JPN (Rank 28)2026/06/07440100.0%
南部の釣れないルアー (Rank 31)2026/05/2964266.7%
え~る (Rank 26)2026/05/2643175.0%
Shako_P (Rank 22)2026/05/2431233.3%
Gapkie (Rank 26)2026/05/1753260.0%

Round openings

Every character

forward movement into punchP1037.7%
backdash into evade up544.0%
guardG into evade down523.9%
Senchuken6P483.6%
crouch into Senchutai3K463.4%
Chudan Hiji'ate6P433.2%
backdash into guardG382.8%
crouch into Maegeri3K302.2%
guardG into evade up292.2%
backdash into Maegeri282.1%
forward movement into NirentotsuPP241.8%
Sanseigan66P+K into Ouka66P+KP201.5%
backdash into Shizuriyuki6K+G201.5%
backdash into Honrakukyaku46K+G191.4%
back punch+kick+guard4P+K+G161.2%

278 further openings account for the other 772 rounds.

Aoi

Career
427–369 · 53.6%
This season
159 matches · 46.5%
Peak rank
30

First hit in 48.8% of 652 rounds. Won 50.6% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • Against Shun: waits first in 46.4% of rounds, against 19.8% against everyone else.
  • Against Shun: opens with “G guard into evade down” in 17.9% of rounds, against 3.7% against everyone else.

How is this tested?

Chudan Hiji'ate6P436.6%
forward movement into punchP426.4%
backdash into evade up355.4%
guardG into evade down324.9%
crouch into Maegeri3K304.6%
forward movement into NirentotsuPP243.7%
backdash into Maegeri3K213.2%
Sanseigan66P+K into Ouka66P+KP203.1%
backdash into Shizuriyuki6K+G203.1%
backdash into guardG192.9%
back punch+kick+guard4P+K+G162.5%
guardG into Maegeri3K132.0%
crouch into Gedan Shouda2P121.8%
backdash into Sodeshinken33P+K111.7%
backdash into evade down111.7%

143 further openings account for the other 303 rounds.

By stage type

Record against each character on walled and open stages, as Aoi

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira7–7 · 50%3–4 · 43%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.

How is this tested?

Pai

Career
291–162 · 64.2%
This season
110 matches · 62.7%
Peak rank
33

First hit in 54.6% of 449 rounds. Won 58.4% of the rounds they struck first, 52.0% of the rounds they were struck first.

Significant Tells

  • Against Jacky: attacks straight away in 34.2% of rounds, against 18.9% against everyone else.

How is this tested?

Senchuken6P4810.7%
forward movement into punchP4810.7%
crouch into Senchutai3K4610.2%
backdash into Honrakukyaku46K+G194.2%
backdash into guardG163.6%
backdash into evade up153.3%
backdash into Senchutai3K132.9%
crouch into Souchuken2P132.9%
forward movement into RenshouPP122.7%
guardG into evade down102.2%
backdash into kickK81.8%
Souanshou3P+K71.6%
crouch dash forward into Souanshou3P+K71.6%
forward movement into RenkentaiPK71.6%
Honshin Soukyaku1K+G61.3%

99 further openings account for the other 175 rounds.

By stage type

Record against each character on walled and open stages, as Pai

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira5–2 · 71%10–2 · 83%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.

How is this tested?

Goh

Career
119–107 · 52.6%
This season
58 matches · 37.9%
Peak rank
26

First hit in 44.4% of 232 rounds. Won 48.5% of the rounds they struck first, 37.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K145.9%
Hiji'ate6P135.5%
forward movement into punchP135.5%
Soukyu46P into forward movement104.2%
crouch into Sune'uchi2P104.2%
guardG into evade down104.2%
guardG into evade up104.2%
guardG into kickK104.2%
Garyu66K93.8%
Karura4P+K73.0%
backdash into Maegeri3K73.0%
kickK62.5%
backdash into Soukyu46P41.7%
backdash into evade up41.7%
backdash into kickK41.7%

65 further openings account for the other 105 rounds.

Jeffry

Career
3–4 · 42.9%
This season
1 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade up250.0%
crouch dash forward into Double KnucklePP125.0%
crouch dash forward into guardG125.0%

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 (28 here; about 1.4 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 14 tests hold up
  • Pai: 1 of 14 tests hold up
  • Goh: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)