VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Aoi

plane-sonnet1

  • Shun
  • Vanessa
  • Taka
Career matches293
Career win rate61.1%
Round win rate49.9%
Peak rank24
Distinct opponents40
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1434 #2,444 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

Aoi24148925662.2%
Shun2477473061.0%
Vanessa2038191950.0%
Taka203021970.0%

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

213 of 387 rounds counted

7.6 inputs a second (454 a minute) this season. Faster than 61% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi7.947356
Shun8.450260
Vanessa6.840660
Taka7.243237

By opponent's character

Akira8.249044
Lion6.840718
Lau7.343527
Wolf8.148633
Sarah6.740333
Shun7.545229
Jean7.74618
Jacky8.148814
Goh7.84697

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

Akira1411378.6%+16.0
Lion1431121.4%-35.0
Lau135838.5%+4.2
Wolf125741.7%-9.0
Sarah85362.5%+3.7
Shun76185.7%+16.2
Jean65183.3%+31.9
Jacky52340.0%-32.5
Vanessa52340.0%+9.4
Jeffry4040.0%-21.8
Kage4040.0%-16.3
Taka31233.3%+11.3
El Blaze220100.0%+28.6
Goh220100.0%+46.6
Aoi110100.0%+39.7

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

Breakable Half Fence1811761.1%+6.4
Full Fence147750.0%-2.4
Open135838.5%-16.1
Single Wall128466.7%+23.2
Half Fence115645.5%-12.0
Breakable Full Fence83537.5%+8.3
Low Fence84450.0%-3.6
Full Fence and Open62433.3%+3.9
Octagon64266.7%+17.6
Rectangle31233.3%-34.0

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
Walls6051.7%51.5%+0.1
No walls3351.5%50.4%+1.1

Walls against open: -1.0 points (95% range -22.9 to +21.0), p 0.932 — 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

CLEARCARE (Rank 41)2026/06/164040.0%
寝起きにビール (Rank 26)2026/06/1632166.7%
μ (Rank 24)2026/06/092020.0%
dalmax72 (Rank 24)2026/05/1932166.7%
のびもあ (Rank 24)2026/05/1932166.7%
kobaman (Rank 25)2026/05/19220100.0%
ばくちーラウ (Rank 21)2026/05/19330100.0%
oukwang (Rank 19)2026/05/19440100.0%
StarGuitar (Rank 23)2026/05/1974357.1%
6132da (Rank 22)2026/05/19220100.0%
interceptor (Rank 41)2026/05/1931233.3%
daisan (Rank 21)2026/05/19220100.0%
kimxxxtt (Rank 23)2026/05/1864266.7%
moreru (Rank 23)2026/05/1521150.0%
かえる (Rank 36)2026/05/1531233.3%
§Ryu~k§ (Rank 30)2026/05/152020.0%
orz (Rank 28)2026/05/154040.0%
GP (Rank 32)2026/05/152020.0%
yasai (Rank 21)2026/05/14440100.0%
delicioso (Rank 31)2026/05/122020.0%
ちょいそる (Rank 30)2026/05/1232166.7%
ハマラウ (Rank 41)2026/05/124040.0%
紫荆一头牛 (Rank 24)2026/05/1232166.7%
白州ラウ魔王 (Rank 41)2026/05/112020.0%
whitnes (Rank 13)2026/05/116060.0%

Round openings

Every character

guardG276.9%
forward movement into punchP184.6%
Jousei Ryusenshou214P+K153.9%
backdash into offensive move112.8%
crouch into Haisenchu1P102.6%
Tenchi In'youP+K+G82.1%
backdash into Soushouda46P+K82.1%
crouch into Shita Harite2P82.1%
guardG into evade down71.8%
crouch dash forward into punchP61.5%
Getsuga Gakushu46P51.3%
Offensive Style: guard51.3%
crouch dash forward into Hou'oushu3P51.3%
guardG into crouch dash forward51.3%
Defensive Style: Back Charge Kick41.0%

161 further openings account for the other 247 rounds.

Aoi

Career
92–56 · 62.2%
This season
48 matches · 45.8%
Peak rank
24

First hit in 54.6% of 183 rounds. Won 55.0% of the rounds they struck first, 39.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jousei Ryusenshou214P+K158.0%
forward movement into punchP136.9%
guardG115.8%
Tenchi In'youP+K+G84.3%
backdash into Soushouda46P+K84.3%
guardG into evade down73.7%
crouch dash forward into Hou'oushu3P52.7%
crouch dash forward into punchP52.7%
crouch dash forward into Gedan Shouda2P42.1%
forward dash into Kusanagi2K+G42.1%
forward movement into NirentotsuPP42.1%
guardG into Ryoushi43P42.1%
Koromoguruma66P31.6%
Ryoushi43P31.6%
Sou'unha66K31.6%

65 further openings account for the other 91 rounds.

Shun

Career
47–30 · 61.0%
This season
27 matches · 37.0%
Peak rank
24

First hit in 54.8% of 104 rounds. Won 47.4% of the rounds they struck first, 38.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into offensive move1110.6%
crouch into Haisenchu1P109.6%
guardG87.7%
Getsuga Gakushu46P54.8%
Rensai Gakushu46PP into Rengeki Gakushu46PPP43.9%
guardG into Zensen Soutai2K+G43.9%
Tenshin Benshu4P+K32.9%
guardG into Haisenchu1P32.9%
backdash into Tenshin Benshu4P+K21.9%
crouch dash forward into Senpu Soutai3K+G21.9%
crouch dash forward into Sokutan Senshu6K21.9%
crouch into Fukuchougeki2P21.9%
crouch into Gyou'in Haishu3P21.9%
crouch into Gyousentai2K21.9%
guardG into throw escape21.9%

41 further openings account for the other 42 rounds.

Vanessa

Career
19–19 · 50.0%
This season
16 matches · 56.2%
Peak rank
20

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: guard58.3%
Defensive Style: Back Charge Kick46.7%
Defensive Style: guard35.0%
Defensive Style: guard into punchP35.0%
Offensive Style: guard into Leg Slicer2K+G35.0%
Offensive Style: guard into Stopping Low Smash2KPP35.0%
Defensive Style: Stinger Low Blow23.3%
Defensive Style: evade down into guardG23.3%
Defensive Style: guard into Stinger Low Blow1P+K23.3%
Defensive Style: guard into Wind Elbow4P+K23.3%
Offensive Style: Back Charge Kick23.3%
Offensive Style: Bunker Buster23.3%
Offensive Style: backdash into guardG23.3%
Defensive Style: Stinger Low Blow into crouch11.7%
Defensive Style: Stinger Low Blow into evade down11.7%

23 further openings account for the other 23 rounds.

Taka

Career
21–9 · 70.0%
This season
9 matches · 100.0%
Peak rank
20

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Shita Harite2P821.6%
guardG821.6%
forward movement into punchP410.8%
Ao'oni Midaremage214P+K25.4%
guardG into Aka'oni MidaremageP+K25.4%
guardG into Shita Harite2P25.4%
Ao'oni Midaremage214P+K into punchP12.7%
backdash12.7%
backdash into Kumoyaburi4P+K12.7%
backdash into Morotezuki66P12.7%
backdash into backward movement12.7%
backward movement into guardG12.7%
crouch dash forward into Shita Harite2P12.7%
crouch dash forward into punchP12.7%
evade down into punchP12.7%

2 further openings account for the other 2 rounds.

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

  • Aoi: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Taka: not tested (too few rounds)