VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

IzumiKyoka_bungo

  • Shun
  • Pai
  • Jean
  • Taka
  • Jeffry
Career matches5,246
Career win rate50.6%
Round win rate49.3%
Peak rank33
Distinct opponents284
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1533 #1,790 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

Aoi334,0632,0462,01750.4%
Shun2997150946252.4%
Jean26133617245.9%
Pai2677393850.6%
Taka2621150.0%
Jeffry26000—

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

2,873 of 3,136 rounds counted

8.5 inputs a second (509 a minute) this season. Faster than 79% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi8.45061,888
Shun8.8527759
Pai7.7460145
Jean8.450365
Taka8.349812
Jeffry9.05384

By opponent's character

Jacky8.7520378
Akira8.5512330
Wolf9.0540302
Sarah8.1483200
Jean8.3501178
Lau8.4504163
Jeffry8.6515159
Brad8.7523152
Lion8.1488139
Pai8.2493127
Shun8.3497114
Vanessa8.0479110
Goh8.349687
Kage8.6518116
Aoi8.551296
El Blaze8.450490
Lei Fei8.752257
Eileen8.651345
Taka7.645519
Dural8.953611

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

Jacky108604855.6%+7.0
Akira92494353.3%+5.3
Wolf76383850.0%+0.1
Sarah51222943.1%-8.3
Jean48242450.0%-3.8
Lau48222645.8%+4.5
Jeffry43222151.2%+0.4
Brad42241857.1%+10.3
Lion38152339.5%-3.6
Pai37122532.4%-19.9
Shun33122136.4%-16.5
Vanessa30111936.7%-6.8
Goh2972224.1%-21.5
Kage2921872.4%+24.7
Aoi2719870.4%+16.9
El Blaze2516964.0%+12.7
Lei Fei158753.3%-1.8
Eileen116554.5%-2.3
Taka61516.7%-38.7
Dural3030.0%-53.0

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Low Fence92405243.5%-2.9
Half Fence88444450.0%+1.9
Octagon87434449.4%-0.2
Full Fence79354444.3%-6.5
Rectangle78324641.0%-11.2
Breakable Full Fence77354245.5%-3.5
Breakable Half Fence75443158.7%+9.7
Single Wall64333151.6%+2.4
Open59401967.8%+15.3
Full Fence and Open47232448.9%+0.2

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls48448.1%49.6%-1.5
No walls21552.6%49.1%+3.4

Walls against open: -4.9 points (95% range -13.2 to +3.4), p 0.247 — 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

溟渤 (Rank 31)2026/10/17106460.0%
Wonda15426 (Rank 27)2026/10/1694544.4%
のみ (Rank 33)2026/10/1672528.6%
@nanbuno_fishing (Rank 33)2026/10/10102820.0%
りゅうのすけ (Rank 33)2026/10/1064266.7%
鳩男 (Rank 31)2026/10/0772528.6%
CELIS (Rank 29)2026/10/0773442.9%
SAMCHAY® (Rank 31)2026/10/0425151060.0%
こて (Rank 29)2026/09/301110190.9%
ふぇに (Rank 35)2026/09/3084450.0%
ペケ壱 (Rank 29)2026/09/30119281.8%
MickeyYanai (Rank 33)2026/09/3097277.8%
会長さん (Rank 32)2026/09/2481712.5%
銀 (Rank 29)2026/09/2273442.9%
Phrazes_For_The_Young (Rank 34)2026/09/18113827.3%
ワクワク (Rank 33)2026/09/1785362.5%
とちぎ (Rank 29)2026/09/0487187.5%
aona (Rank 35)2026/08/28157846.7%
auftakt (Rank 24)2026/08/2675271.4%
ジャキる。 (Rank 32)2026/08/261813572.2%
jinjin (Rank 32)2026/08/2282625.0%
JeanKujo (Rank 31)2026/08/0272528.6%
Light (Rank 29)2026/07/0563350.0%
カミナリおやじ (Rank 29)2026/07/0583537.5%
jackgnhang (Rank 29)2026/07/0561516.7%

Round openings

Every character

crouch dash back into crouch1886.8%
backdash into evade up1515.4%
crouch dash back into evade down1415.1%
backdash into evade down1405.0%
crouch dash back into Hou'oushu3P1174.2%
crouch dash forward into evade down983.5%
crouch into Haisenchu1P973.5%
crouch dash forward into punchP762.7%
forward movement into punchP712.5%
crouch dash forward into Hou'oushu3P652.3%
backdash into Maegeri3K541.9%
crouch dash back into offensive move521.9%
crouch dash forward into offensive move481.7%
crouch dash back421.5%
crouch dash back into Ryusen3P+K401.4%

380 further openings account for the other 1,401 rounds.

Counted from 704 of the 791 matches played. The rest were not pulled for openings.

Aoi

Career
2,046–2,017 · 50.4%
This season
540 matches · 49.3%
Peak rank
33

First hit in 54.3% of 1,946 rounds. Won 53.3% of the rounds they struck first, 46.3% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 4.7% of rounds, against 1.2% in their other rounds.
  • Against Jeffry: backs off first in 77.0% of rounds, against 56.3% against everyone else.
  • On Rectangle stages: moves in first in 38.8% of rounds, against 26.2% on the other stages.
  • After winning a round: backs off first in 63.9% of rounds, against 52.9% after losing one.
  • When behind: moves in first in 34.7% of rounds, against 26.0% when ahead or level.
  • In round 1: opens with “backdash into evade up” in 11.0% of rounds, against 2.6% in their other rounds.
  • Against Wolf: opens with “crouch dash back into 3P Hou'oushu” in 14.3% of rounds, against 5.2% against everyone else.
  • After winning a round: opens with “crouch dash back into crouch” in 13.5% of rounds, against 6.6% after losing one.
  • When ahead: opens with “crouch dash back into 3P Hou'oushu” in 9.9% of rounds, against 5.6% when level or behind.

How is this tested?

crouch dash back into crouch1668.4%
crouch dash back into Hou'oushu3P1176.0%
crouch dash back into evade down1085.5%
backdash into evade up934.7%
backdash into evade down814.1%
crouch dash forward into Hou'oushu3P653.3%
crouch dash forward into punchP633.2%
crouch dash forward into evade down623.1%
forward movement into punchP552.8%
backdash into Maegeri3K542.8%
crouch dash back into offensive move492.5%
crouch dash forward into offensive move482.4%
crouch dash back412.1%
crouch dash back into Ryusen3P+K402.0%
crouch dash forward into crouch311.6%

218 further openings account for the other 893 rounds.

Counted from 493 of the 540 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
Jacky18–20 · 47%18–10 · 64%too few to test
Akira15–18 · 45%8–7 · 53%too few to test
Lau12–16 · 43%6–2 · 75%too few to test
Wolf8–9 · 47%7–5 · 58%too few to test
Brad13–9 · 59%5–4 · 56%too few to test
Jean8–10 · 44%7–4 · 64%too few to test
Sarah8–11 · 42%2–3 · 40%too few to test
Jeffry6–9 · 40%3–4 · 43%too few to test
Vanessa10–10 · 50%0–2 · 0%too few to test
Lion6–10 · 38%2–3 · 40%too few to test
Shun6–5 · 55%3–7 · 30%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.

47 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?

Shun

Career
509–462 · 52.4%
This season
196 matches · 52.0%
Peak rank
29

First hit in 49.7% of 646 rounds. Won 49.8% of the rounds they struck first, 49.2% of the rounds they were struck first.

Significant Tells

  • Against Wolf: attacks straight away in 28.1% of rounds, against 17.7% against everyone else.
  • In round 1: opens with “backdash into evade down” in 15.9% of rounds, against 4.2% in their other rounds.

How is this tested?

crouch into Haisenchu1P9714.9%
backdash into evade down477.2%
backdash into evade up446.8%
crouch dash forward into evade down264.0%
crouch dash back into evade down223.4%
backdash into Rengeki Gakushu46PPP203.1%
crouch dash back into crouch172.6%
crouch dash back into Gyou'in Haishu3P142.2%
backdash into Gyou'in Haishu3P132.0%
Gyou'in Haishu3P into punchP111.7%
Haisenchu1P into crouch111.7%
Tenshin Souchushou6P+K101.5%
crouch dash forward into punchP101.5%
Rensai Gakushu46PP into Rengeki Gakushu46PPP91.4%
backdash into Haisenchu1P91.4%

131 further openings account for the other 289 rounds.

Counted from 170 of the 196 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Shun

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf10–9 · 53%4–1 · 80%too few to test
Jacky6–9 · 40%3–0 · 100%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.

26 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?

Pai

Career
39–38 · 50.6%
This season
35 matches · 34.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into down-back kick1K1618.8%
crouch dash forward into evade down89.4%
crouch dash forward into Souanshou3P+K67.1%
crouch dash back into Souanshou3P+K55.9%
crouch dash back into crouch55.9%
crouch dash back into evade down55.9%
Hi'en Tankyaku9K44.7%
backdash into evade up44.7%
backdash into Senkyaku Chushou3KP22.4%
backdash into evade down22.4%
crouch22.4%
crouch dash forward into Souchuken2P22.4%
crouch dash forward into crouch22.4%
forward movement into punchP22.4%
Ensei Haijinkyaku7K+G11.2%

19 further openings account for the other 19 rounds.

Counted from 21 of the 35 matches played. The rest were not pulled for openings.

Jean

Career
61–72 · 45.9%
This season
16 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1015.4%
forward movement into punchP710.8%
crouch dash back into evade down57.7%
backdash into evade up46.2%
crouch dash forward into guardG46.2%
crouch dash forward into Kousenshu4KP34.6%
backdash into Gedan~Joudan Mawashigeri2KK23.1%
backdash into Yamakuzushi6K23.1%
crouch dash forward into evade down23.1%
crouch dash forward into punchP23.1%
evade up into guardG23.1%
forward dash into Yoko'enpi6P23.1%
Gedan Mawashigeri2K into Gedan~Joudan Mawashigeri2KK11.5%
Hangetsu NirenzukiP+K11.5%
Tate'enpi33P into guardG11.5%

17 further openings account for the other 17 rounds.

Taka

Career
1–1 · 50.0%
This season
3 matches · 33.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up325.0%
Chu Tsuppari6P+K into Chu Tsuppari 26P+KP18.3%
crouch dash back into evade down18.3%
crouch dash forward into punchP18.3%
crouch into Kachi'age33P+K18.3%
crouch into Shita Harite2P18.3%
crouch into Zangeki33P18.3%
forward movement into Kirikabu Kudaki1P+K18.3%
guardG into Hiji'ate6P18.3%
guardG into Kumoyaburi4P+K18.3%

Jeffry

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up375.0%
evade up into crouch dash forward125.0%

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 (33 here; about 1.7 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: 9 of 16 tests hold up
  • Shun: 2 of 17 tests hold up
  • Pai: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)