VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

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  • Eileen
  • Akira
  • Kage
  • Jacky
Career matches974
Career win rate40.9%
Round win rate40.7%
Peak rank22
Distinct opponents66
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1106 #3,581 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

Aoi2147619727941.4%
Eileen2226710716040.1%
Akira19123596448.0%
Kage1765214432.3%
Jacky1843142932.6%

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

637 of 637 rounds counted

7.8 inputs a second (468 a minute) this season. Faster than 67% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen7.8471265
Aoi7.5452205
Akira8.3497107
Kage7.746043
Jacky8.148617

By opponent's character

Pai8.1485119
Aoi7.846693
Akira7.745953
Shun7.545345
Brad7.846739
Jean7.243038
Lei Fei8.047746
Lau7.645534
Jeffry7.545230
Wolf7.947327
Kage8.148829
Sarah8.450721
El Blaze8.450515
Jacky7.444715
Vanessa8.148415
Lion7.746312
Taka7.64556

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

Pai31102132.3%-3.3
Aoi2361726.1%-12.6
Akira148657.1%+20.3
Shun112918.2%-15.0
Brad103730.0%+7.1
Jean102820.0%+7.3
Lei Fei103730.0%-3.4
Lau82625.0%-1.9
Jeffry72528.6%-8.6
Wolf73442.9%+9.5
Kage63350.0%+9.2
Sarah52340.0%+9.9
El Blaze41325.0%-4.0
Jacky42250.0%+28.9
Vanessa41325.0%-14.2
Lion31233.3%-13.1
Taka21150.0%+12.5

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

Full Fence2762122.2%-11.0
Breakable Half Fence2171433.3%-0.8
Open2081240.0%+9.0
Single Wall2071335.0%+3.5
Octagon1651131.2%-6.3
Full Fence and Open124833.3%+3.3
Rectangle123925.0%-7.1
Half Fence103730.0%-6.1
Breakable Full Fence94544.4%+19.0
Low Fence52340.0%+3.2

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
Walls9529.5%32.9%-3.4
No walls4537.8%32.6%+5.2

Walls against open: -8.6 points (95% range -24.8 to +7.6), p 0.298 — 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

けけみや (Rank 23)2026/07/2753260.0%
紫荆一头牛 (Rank 24)2026/07/2731233.3%
CHASER (Rank 22)2026/07/2632166.7%
うさぎ帝国 (Rank 24)2026/07/2641325.0%
Pharita (Rank 21)2026/07/262020.0%
consomme-punch09 (Rank 23)2026/07/263030.0%
chuson.110 (Rank 21)2026/07/2631233.3%
kotoneeeeen112 (Rank 22)2026/07/2131233.3%
たかティン (Rank 22)2026/07/2131233.3%
kanreki-jijii (Rank 21)2026/07/213030.0%
HOO (Rank 20)2026/07/21107370.0%
umintyu-99 (Rank 21)2026/07/213030.0%
委員ちょ (Rank 21)2026/07/2143175.0%
みなみ (Rank 11)2026/07/2031233.3%
Shurkn-_-pap03 (Rank 23)2026/07/205050.0%
Crippler08r (Rank 21)2026/07/2031233.3%
nihikibito (Rank 23)2026/07/2031233.3%
ASSERT(m_pThink); (Rank 21)2026/07/2041325.0%
nasca-32 (Rank 23)2026/07/204040.0%
nagare004 (Rank 23)2026/07/2031233.3%
ねこ吉 (Rank 21)2026/07/1931233.3%
jyariten-1968 (Rank 24)2026/07/194040.0%
maverick_wei (Rank 18)2026/07/1731233.3%
sy62___ (Rank 27)2026/07/1771614.3%
chimichama (Rank 21)2026/07/1542250.0%

Round openings

Every character

guardG9414.8%
backdash into guardG8813.8%
guardG into evade down436.8%
backdash into backward movement182.8%
guardG into punchP142.2%
backdash into kickK121.9%
evade down into guardG111.7%
kickK101.6%
backdash into Tanhikyaku9K81.3%
backdash into Jouho Senshou46P71.1%
backdash into Taisei Soudou46P+K71.1%
guardG into Hou'oushu3P71.1%
backdash60.9%
guardG into Jinraishou6P+K60.9%
guardG into kickK60.9%

195 further openings account for the other 300 rounds.

Eileen

Career
107–160 · 40.1%
This season
66 matches · 30.3%
Peak rank
22

First hit in 50.2% of 265 rounds. Won 42.9% of the rounds they struck first, 35.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG5119.2%
guardG3412.8%
guardG into evade down134.9%
backdash into backward movement103.8%
backdash into Tanhikyaku9K83.0%
backdash into Taisei Soudou46P+K72.6%
guardG into Jinraishou6P+K62.3%
backdash into Enkou Kenka46P51.9%
backdash into Jinraishou6P+K51.9%
guardG into punchP51.9%
Tanhikyaku9K31.1%
backdash31.1%
backdash into Enkou Chousou3P31.1%
backdash into Ribyou Hoso43P+K31.1%
backdash into Zensoutai2K+G31.1%

78 further openings account for the other 106 rounds.

Aoi

Career
197–279 · 41.4%
This season
51 matches · 29.4%
Peak rank
21

First hit in 53.2% of 205 rounds. Won 41.3% of the rounds they struck first, 35.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG4622.4%
guardG into evade down199.3%
backdash into guardG157.3%
kickK104.9%
backdash into kickK83.9%
guardG into Hou'oushu3P73.4%
guardG into punchP62.9%
guardG into Maegeri3K41.9%
guardG into evade up41.9%
guardG into kickK41.9%
Sayo'arashiP+K31.5%
backdash into backward movement31.5%
guardG into Gedan Shouda2P31.5%
guardG into Tsumujisakura6PP31.5%
kickK into evade down31.5%

56 further openings account for the other 67 rounds.

Akira

Career
59–64 · 48.0%
This season
27 matches · 40.7%
Peak rank
19

First hit in 56.6% of 106 rounds. Won 56.7% of the rounds they struck first, 30.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG1413.1%
guardG109.3%
backdash into Jouho Senshou46P76.5%
guardG into evade down76.5%
evade down into guardG65.6%
guardG into Jouho Touken6P43.7%
backdash into Jouho Touken6P32.8%
guardG into Housui2P32.8%
backdash21.9%
backdash into Geimon Tessen46P+K+G21.9%
backward movement into Sayu Kaikyu4PP21.9%
evade down into Rimon Chouchu66P21.9%
evade down into backdash21.9%
guardG into Chouzan Housui46P+K21.9%
guardG into Ekishou3P21.9%

35 further openings account for the other 39 rounds.

Kage

Career
21–44 · 32.3%
This season
11 matches · 45.5%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG716.3%
backdash into backward movement511.6%
backdash into kickK37.0%
backdash into Furikakato OtoshiK+G24.7%
backdash into Fusenjin3P24.7%
guardG24.7%
Hagakure-ryu In Shippujin4P+K+G12.3%
Hiji'uchi6P12.3%
Nagiharai6P+K into forward dash12.3%
Surigeri2K12.3%
Tsumujigeri2K+G12.3%
backdash12.3%
backdash into Doukudaki46K12.3%
backdash into Gen'you4K+G12.3%
backdash into Hagakure-ryu In Fujingeki46P+KP12.3%

13 further openings account for the other 13 rounds.

Jacky

Career
14–29 · 32.6%
This season
4 matches · 25.0%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade down317.6%
guardG211.8%
guardG into Beat KnuckleP+K211.8%
backdash into Beat & Back KnuckleP+KP15.9%
backdash into Dash Hammer Kick66K15.9%
backdash into Long Stride Back Knuckle4P+K15.9%
backdash into guardG15.9%
guardG into Spinning Back Knuckle4P15.9%
guardG into forward dash15.9%
guardG into punchP15.9%
guardG into throwP+G15.9%
throwP+G into evade down15.9%
up punch+kick+guard8P+K+G into backward movement15.9%

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

  • Eileen: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Jacky: not tested (too few rounds)