VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

tabular_velvet5

  • Lau
  • Wolf
  • El Blaze
  • Jacky
  • Jean
  • Kage
  • Lei Fei
Career matches467
Career win rate65.7%
Round win rate59.1%
Peak rank24
Distinct opponents21
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1476 Not ranked yet: the list needs 50 matches. See 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

Aoi241961227462.2%
Wolf2283552866.3%
Jacky2048341470.8%
Kage1844331175.0%
Jean182920969.0%
El Blaze182516964.0%
Lau172013765.0%
Akira—1610662.5%
Lei Fei1664266.7%

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

26 of 88 rounds counted

6.2 inputs a second (371 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Aoi5.43264
Wolf5.63399
El Blaze6.73998
Kage7.34415

By opponent's character

Aoi5.834810
Pai7.04213
Jacky6.13684
Kage5.43264
Wolf7.34415

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

Aoi32166.7%-5.3
Lion32166.7%+10.3
Jeffry21150.0%-25.4
Lau220100.0%+38.4
Pai21150.0%-20.9
Sarah2020.0%-65.0
Akira1010.0%-76.5
Jacky110100.0%+46.6
Jean110100.0%+46.6
Kage110100.0%+14.3
Lei Fei110100.0%+28.4
Taka110100.0%+33.3
Wolf110100.0%+32.1

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 Full Fence54180.0%+14.1
Breakable Half Fence43175.0%+20.4
Rectangle330100.0%+36.5
Low Fence21150.0%-22.8
Octagon2020.0%-69.2
Open21150.0%-20.2
Full Fence and Open1010.0%-66.3
Half Fence110100.0%+32.1
Single Wall110100.0%+23.5

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
Walls1573.3%65.4%+7.9
No walls560.0%71.1%-11.1

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

chimichama (Rank 21)2026/08/22110100.0%
HUN (Rank 21)2026/08/19110100.0%
三輪ですが@SRGM (Rank 24)2026/08/19110100.0%
dalmax72 (Rank 21)2026/07/261010.0%
Fczz0x (Rank 16)2026/07/20110100.0%
CHASER (Rank 21)2026/06/27110100.0%
doublehighz (Rank 17)2026/05/15110100.0%
moreru (Rank 23)2026/05/15110100.0%
ねこ吉 (Rank 16)2026/05/13110100.0%
kouchant0051 (Rank 22)2026/05/11110100.0%
衣装で勝負する人 (Rank 23)2026/05/11110100.0%
Agito (Rank 25)2026/05/111010.0%
_(:3」∠)_ (Rank 17)2026/05/091010.0%
shinkita (Rank 21)2026/05/05110100.0%
_Anonymous_Shadow_In_Binary_ (Rank 20)2026/04/26110100.0%
OsanKIRA (Rank 21)2026/04/181010.0%
2month (Rank 24)2026/03/31110100.0%
M&E (Rank 21)2026/03/31110100.0%
Martin1833 (Rank 23)2026/03/301010.0%
meine (Rank 25)2026/03/301010.0%
五反田の義姉 (Rank 23)2026/03/281010.0%

Round openings

Every character

evade down into guardG2123.9%
evade up into guardG66.8%
Backswing Rocket1P+K33.4%
Ouda6P+K into Oushu Hiji'ate6P+KP33.4%
evade down into punchP33.4%
evade up into crouch dash forward33.4%
Chudan Hiji'ate6P into Tsumujisakura6PP22.3%
backdash into guardG22.3%
backward movement into evade down22.3%
evade up22.3%
guardG into evade down22.3%
no input22.3%
Arrow Knuckle3P11.1%
Body Blow6P into Rolling Back Elbow6PP+K11.1%
Chudan Hiji'ate6P11.1%

34 further openings account for the other 34 rounds.

Aoi

Career
122–74 · 62.2%
This season
9 matches · 55.6%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG615.8%
evade up into guardG513.2%
Ouda6P+K into Oushu Hiji'ate6P+KP37.9%
evade up into crouch dash forward37.9%
Chudan Hiji'ate6P into Tsumujisakura6PP25.3%
backdash into guardG25.3%
Chudan Hiji'ate6P12.6%
Nami'okoshi3K+G12.6%
Sanseigan66P+K into Ouda6P+K12.6%
crouch12.6%
evade down into Kusanagi2K+G12.6%
evade down into evade up12.6%
evade up12.6%
evade up into Inshou43P+K12.6%
evade up into backdash12.6%

8 further openings account for the other 8 rounds.

Lau

Career
13–7 · 65.0%
This season
3 matches · 66.7%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senpuga~KokeiK+G into RenshouPP17.1%
backward movement into evade down17.1%
evade down into backward movement17.1%
evade down into guardG17.1%
evade down into punchP17.1%
evade up17.1%
evade up into guardG17.1%
guardG into Fukko Kensou1P17.1%
guardG into Senpuga~KokeiK+G17.1%
guardG into Shakashou3P17.1%
guardG into evade down17.1%
guardG into evade up17.1%
kickK17.1%
punchP17.1%

Wolf

Career
55–28 · 66.3%
This season
3 matches · 66.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG753.9%
Arrow Knuckle3P17.7%
Body Blow6P into Rolling Back Elbow6PP+K17.7%
backdash into Short Shoulder46P+K17.7%
backward movement into Heavy Middle Kick3K+G17.7%
evade down17.7%
evade down into Arrow Knuckle3P17.7%

El Blaze

Career
16–9 · 64.0%
This season
2 matches · 50.0%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Backswing Rocket1P+K337.5%
Volcano Upper4P+K112.5%
backward movement into evade down112.5%
evade down into guardG112.5%
evade down into punchP112.5%
evade up into High Spin KickK+G112.5%

Kage

Career
33–11 · 75.0%
This season
1 matches · 100.0%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG360.0%
Nakageri3K120.0%
ResshouPP into SandangekiPPP120.0%

Lei Fei

Career
4–2 · 66.7%
This season
1 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG375.0%
evade down into punchP125.0%

Jacky

Career
34–14 · 70.8%
This season
1 matches · 100.0%
Peak rank
20

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input266.7%
guardG into evade down133.3%

Jean

Career
20–9 · 69.0%
This season
1 matches · 100.0%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Tate'enpi~Tenkai Hizageri33PK133.3%
evade down into throw escape133.3%
guardG into Yamakuzushi6K133.3%

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)
  • Lau: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Jean: not tested (too few rounds)