VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

ちゃぼ

Career matches2,054
Career win rate43.2%
Round win rate50.0%
Peak rank28
Distinct opponents161
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1491 #2,075 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

Aoi282,0548881,16643.2%

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

686 of 1,137 rounds counted

5.2 inputs a second (313 a minute) this season. Faster than 4% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.2313686

By opponent's character

Akira5.2311127
Pai5.331863
Jacky5.432467
Jeffry5.030041
Aoi5.030259
Vanessa5.331729
Wolf5.331844
Lion5.532851
Sarah5.331716
Goh5.130335
El Blaze5.432230
Brad5.332029
Shun5.332120
Eileen4.728113
Lau5.432623
Lei Fei5.130419
Jean4.92949
Kage4.42628
Dural3.92343

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

Akira42182442.9%-7.3
Pai27111640.7%-4.0
Jacky25151060.0%+8.3
Jeffry21111052.4%-0.5
Aoi2013765.0%+10.7
Vanessa2011955.0%+6.8
Wolf1991047.4%+1.5
Lion1610662.5%+9.5
Sarah159660.0%+18.3
Goh147750.0%+4.8
El Blaze135838.5%-7.4
Brad115645.5%-7.0
Shun83537.5%-7.4
Eileen74357.1%+6.3
Lau72528.6%-15.3
Lei Fei63350.0%+6.8
Jean5050.0%-41.3
Kage3030.0%-48.1
Dural1010.0%-49.1

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

Rectangle45162935.6%-8.9
Open41241758.5%+13.3
Single Wall39221756.4%+6.4
Octagon2791833.3%-19.4
Breakable Half Fence22101245.5%-3.0
Breakable Full Fence21101147.6%+0.1
Full Fence2112957.1%+3.0
Half Fence1991047.4%-3.7
Low Fence158753.3%-3.4
Full Fence and Open114736.4%-4.4

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15542.6%48.2%-5.6
No walls9556.8%50.2%+6.7

Walls against open: -12.3 points (95% range -24.9 to +0.3), p 0.055 — 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

CELIS (Rank 28)2026/08/2451420.0%
ぽん (Rank 27)2026/08/0332166.7%
GWO (Rank 24)2026/08/0252340.0%
ゅろぽ (Rank 24)2026/08/0232166.7%
kjhkaiser (Rank 29)2026/08/0242250.0%
NoMark/ノーマーク (Rank 28)2026/08/0243175.0%
zxyzguy (Rank 24)2026/07/29330100.0%
r1s1d8 (Rank 27)2026/07/1032166.7%
しゅが~nsr (Rank 26)2026/07/0986275.0%
ER_higante (Rank 30)2026/07/0232166.7%
めかざわ (Rank 30)2026/06/3082625.0%
なっちゃんねる (Rank 24)2026/06/29660100.0%
ありがとナス (Rank 28)2026/06/0632166.7%
laga1007 (Rank 26)2026/06/0432166.7%
auftakt (Rank 25)2026/05/28330100.0%
ドクダミふぇーい// (Rank 26)2026/05/1831233.3%
F14-TOMOCAT (Rank 29)2026/05/1532166.7%
Sinabro (Rank 27)2026/05/1231233.3%
ばねばば (Rank 30)2026/05/1232166.7%
さちばい (Rank 24)2026/05/10440100.0%
KoPunchJP (Rank 27)2026/05/1031233.3%
オージ (Rank 25)2026/05/1042250.0%
わんまるくん (Rank 30)2026/05/1031233.3%
ginno-talots_DQR (Rank 27)2026/05/0932166.7%
go-to_to2012 (Rank 26)2026/05/0932166.7%

Round openings

Aoi

Career
888–1,166 · 43.2%
This season
280 matches · 48.6%
Peak rank
28

First hit in 51.7% of 1,115 rounds. Won 54.9% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • Against Goh: moves in first in 34.0% of rounds, against 10.7% against everyone else.

How is this tested?

Ouda6P+K into Sayo'arashiP+K13111.7%
crouch dash forward into throw escape968.6%
crouch dash back into Sodeshinken33P+K948.4%
crouch into Kusanagi2K+G756.7%
crouch dash back into Shinchuzuki (Deflect)236P+K625.5%
Koromoguruma66P464.1%
Sodeshinken33P+K into punchP454.0%
Sou'unha66K423.7%
Ouda6P+K373.3%
Jousei Ryusenshou214P+K272.4%
Chudan Hiji'ate6P262.3%
crouch dash back into throw escape262.3%
throw escape232.0%
Ryoushi43P211.9%
Uzumaki Shutou44P171.5%

116 further openings account for the other 354 rounds.

Counted from 276 of the 280 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
Akira10–18 · 36%8–5 · 62%too few to test
Pai6–7 · 46%4–6 · 40%too few to test
Jacky6–6 · 50%6–2 · 75%too few to test
Jeffry3–5 · 38%6–5 · 55%too few to test
Aoi7–5 · 58%4–1 · 80%too few to test
Vanessa7–3 · 70%4–5 · 44%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.

4 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?

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: 1 of 15 tests hold up