VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Aoi

ClarkeMav

  • Goh
  • Akira
  • Lau
  • Kage
  • Lei Fei
  • Pai
Career matches568
Career win rate41.9%
Round win rate31.3%
Peak rank23
Distinct opponents20
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1171 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

Aoi2337215621641.9%
Goh22130557542.3%
Akira1654233142.6%
Lau1694544.4%
Pai163030.0%
Kage16000—
Lei Fei16000—

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

160 of 163 rounds counted

5.1 inputs a second (307 a minute) this season. Faster than 3% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.0301128
Goh4.829113
Akira4.92953
Lau6.23746
Kage5.83503
Lei Fei8.14854
Pai5.23143

By opponent's character

Jean4.929232
Akira5.231124
Goh5.633516
Brad5.231314
Kage4.326013
Lau4.828610
Lion6.338113
Sarah5.533012
Taka4.02416
Jacky5.43274
Jeffry5.93527
Eileen4.42624
Wolf4.52735

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

Jean82625.0%+15.8
Akira7070.0%-28.7
Goh4040.0%-14.5
Brad32166.7%+51.1
Kage31233.3%+14.4
Lau31233.3%-3.4
Lion31233.3%+18.0
Sarah31233.3%+16.3
Taka3030.0%-33.9
Jacky2020.0%-4.8
Jeffry2020.0%-4.7
Eileen1010.0%-19.6
Wolf1010.0%-19.6

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

Half Fence92722.2%+7.4
Octagon82625.0%+2.5
Full Fence41325.0%+6.4
Full Fence and Open4040.0%-5.7
Low Fence41325.0%+0.8
Breakable Full Fence3030.0%-5.2
Breakable Half Fence3030.0%-28.8
Single Wall31233.3%+20.1
Open2020.0%-20.1
Rectangle1010.0%-3.9

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
Walls2817.9%18.1%-0.2
No walls922.2%19.9%+2.3

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

Drawn_ (Rank 29)82625.0%
a39611619 (Rank 21)41325.0%
.ponto (Rank 18)3030.0%
DelTaco (Rank 26)3030.0%
ayua0416 (Rank 11)3030.0%
dawstheboss2643 (Rank 21)32166.7%
Axh1illes (Rank 7)21150.0%
Espiro (Rank 35)2020.0%
GKplis (Rank 14)2020.0%
Onpwnage (Rank 30)2020.0%
Scorcho (Rank 24)2020.0%
Donaya22 (Rank 22)1010.0%
KAN0N (Rank 11)1010.0%
Kamille★修正パンチ (Rank 45)1010.0%
Kazuro (Rank 11)110100.0%
Momomia (Rank 26)1010.0%
StarGuitar (Rank 28)1010.0%
iirakansxd760 (Rank 9)1010.0%
joyKiller (Rank 22)1010.0%
nekodiver2 (Rank 9)110100.0%

Most played opponents, most recent first

Drawn_ (Rank 29)2026/10/1682625.0%
joyKiller (Rank 22)2026/09/251010.0%
DelTaco (Rank 26)2026/09/233030.0%
KAN0N (Rank 11)2026/09/031010.0%
Kamille★修正パンチ (Rank 45)2026/09/021010.0%
Espiro (Rank 35)2026/07/202020.0%
a39611619 (Rank 21)2026/07/2041325.0%
dawstheboss2643 (Rank 21)2026/07/1632166.7%
ayua0416 (Rank 11)2026/07/143030.0%
StarGuitar (Rank 28)2026/07/141010.0%
Kazuro (Rank 11)2026/07/14110100.0%
GKplis (Rank 14)2026/07/142020.0%
Onpwnage (Rank 30)2026/07/142020.0%
Momomia (Rank 26)2026/07/141010.0%
Donaya22 (Rank 22)2026/07/121010.0%
.ponto (Rank 18)2026/07/053030.0%
Scorcho (Rank 24)2026/07/052020.0%
Axh1illes (Rank 7)2026/06/2721150.0%
iirakansxd760 (Rank 9)2026/06/271010.0%
nekodiver2 (Rank 9)2026/06/27110100.0%

Round openings

Every character

Tenchi In'youP+K+G2516.1%
Ogamigeri4K+G159.7%
no input149.0%
backdash into Sou'unha66K74.5%
backdash into backward movement74.5%
punchP into NirentotsuPP74.5%
NirentotsuPP into Nirentotsu OuchuPPP53.2%
backdash42.6%
crouch into Kusanagi2K+G42.6%
Kusanagi2K+G31.9%
backdash into Soushouda46P+K31.9%
backdash into back punch+kick+guard4P+K+G31.9%
punchP into Nirentotsu KugikyakuPPK31.9%
ShigureK+G21.3%
Tsukiashibarai1P21.3%

46 further openings account for the other 51 rounds.

Counted from 41 of the 43 matches played. The rest were not pulled for openings.

Aoi

Career
156–216 · 41.9%
This season
32 matches · 21.9%
Peak rank
23

First hit in 48.3% of 120 rounds. Won 31.0% of the rounds they struck first, 43.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenchi In'youP+K+G2520.8%
Ogamigeri4K+G1512.5%
backdash into Sou'unha66K75.8%
no input75.8%
punchP into NirentotsuPP75.8%
NirentotsuPP into Nirentotsu OuchuPPP54.2%
backdash into backward movement43.3%
crouch into Kusanagi2K+G43.3%
Kusanagi2K+G32.5%
backdash into Soushouda46P+K32.5%
backdash into back punch+kick+guard4P+K+G32.5%
punchP into Nirentotsu KugikyakuPPK32.5%
ShigureK+G21.7%
Tsukiashibarai1P21.7%
back punch+kick4P+K21.7%

26 further openings account for the other 28 rounds.

Counted from 30 of the 32 matches played. The rest were not pulled for openings.

Goh

Career
55–75 · 42.3%
This season
4 matches · 0.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash215.4%
backdash into Tsurane ShoudaPP215.4%
Kumite Harai (Deflect)4P+K+G17.7%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G17.7%
backdash into backward movement17.7%
evade up17.7%
evade up into throwP+G17.7%
forward dash17.7%
forward dash into forward movement17.7%
guardG17.7%
no input17.7%

Akira

Career
23–31 · 42.6%
This season
2 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input466.7%
backdash into Tetsuzankou (Hontei Goko Hazankou)3K+GPP+K116.7%
forward punch+kick6P+K116.7%

Lau

Career
4–5 · 44.4%
This season
2 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into RenshouPP233.3%
backdash into Genchi Senpukyaku8K+G116.7%
backdash into Senpuga~KokeiK+G116.7%
backdash into backward movement116.7%
crouch into Chisoutai2K+G116.7%

Lei Fei

Career
0–0 · —
This season
1 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Chinheki4P+K125.0%
backdash into Dantai4K125.0%
backdash into Rakengeki4PP125.0%
backdash into Rakuchi Souyoku6P+KPP125.0%

Kage

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

ResshouPP into SandangekiPPP133.3%
backdash133.3%
no input133.3%

Pai

Career
0–3 · 0.0%
This season
1 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement133.3%
down-back punch+kick1P+K into backdash133.3%
no input133.3%

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)
  • Goh: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Pai: not tested (too few rounds)