VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

yuccin

Career matches7,000
Career win rate48.4%
Round win rate49.0%
Peak rank29
Distinct opponents312
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1363 #2,860 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

Aoi297,0003,3903,61048.4%

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

3,801 of 4,342 rounds counted

6.3 inputs a second (381 a minute) this season. Faster than 27% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.33813,801

By opponent's character

Akira6.6394481
Wolf6.5393418
Jacky6.4383352
Goh6.2374330
Aoi6.1366289
Pai6.4383255
Jeffry6.4386242
Jean6.4383166
Lion6.2374200
Sarah6.2372150
Kage6.2374140
Shun6.4383135
El Blaze6.035895
Lau6.5392119
Brad6.3379106
Vanessa6.236960
Lei Fei6.3381110
Taka6.438583
Eileen6.036061
Dural6.43829

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

Akira142707249.3%+1.3
Wolf109595054.1%+8.6
Jacky94474750.0%+0.8
Goh84354941.7%-5.0
Aoi83424150.6%+2.1
Pai71314043.7%-4.0
Jeffry70304042.9%-2.7
Jean58273146.5%-0.1
Lion54262848.1%+2.7
Sarah50242648.0%+2.7
Kage39132633.3%-13.7
Shun37142337.8%-7.6
El Blaze32141843.8%-2.5
Lau30121840.0%-5.5
Brad28131546.4%-0.2
Vanessa2821775.0%+31.2
Lei Fei27151255.6%+0.6
Taka2171433.3%-23.2
Eileen1881044.4%-6.7
Dural75271.4%+15.4

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Single Wall131676451.1%+3.9
Half Fence125557044.0%-3.6
Full Fence118516743.2%-5.5
Rectangle109565351.4%+6.0
Breakable Half Fence106505647.2%-0.1
Low Fence105505547.6%+0.7
Open103525150.5%+4.2
Breakable Full Fence102455744.1%-4.5
Octagon80374346.2%-3.0
Full Fence and Open55262947.3%+3.0

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
Walls64045.9%47.6%-1.6
No walls33949.9%47.2%+2.7

Walls against open: -4.3 points (95% range -10.9 to +2.3), p 0.204 — 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

NEKOz (Rank 26)2026/10/1886275.0%
HIROCHILL (Rank 30)2026/10/1882625.0%
dalmax72 (Rank 26)2026/10/16157846.7%
yasai (Rank 25)2026/10/1395455.6%
しろ☆おび。@のびしろF (Rank 27)2026/10/13105550.0%
osAnKIRA (Rank 22)2026/10/1285362.5%
格雷希欧 (Rank 24)2026/10/10106460.0%
Penoco (Rank 26)2026/10/09107370.0%
108 (Rank 27)2026/10/09114736.4%
naska3th (Rank 27)2026/10/0892722.2%
TERA (Rank 28)2026/10/032013765.0%
弱者 (Rank 30)2026/10/0382625.0%
nekota (Rank 25)2026/09/2896366.7%
鳩男 (Rank 31)2026/09/24136746.1%
CELIS (Rank 27)2026/09/14159660.0%
XiaoMing.SH (Rank 29)2026/09/0995455.6%
タイヨウ (Rank 33)2026/09/09106460.0%
HoAssYoAss (Rank 25)2026/08/2898188.9%
失礼!スマッシュ☆彡 (Rank 26)2026/08/281611568.8%
Jyuryoku_Eileen (Rank 26)2026/08/18127558.3%
headup11 (Rank 27)2026/08/051811761.1%
カミナリおやじ (Rank 29)2026/08/0391811.1%
M&E (Rank 23)2026/07/3096366.7%
hahaha (Rank 27)2026/07/30108280.0%
μ (Rank 27)2026/07/0283537.5%

Round openings

Aoi

Career
3,390–3,610 · 48.4%
This season
1,082 matches · 47.4%
Peak rank
29

First hit in 48.5% of 4,039 rounds. Won 53.4% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: evades first in 16.6% of rounds, against 11.6% in their other rounds.
  • Against Aoi: waits first in 36.0% of rounds, against 21.5% against everyone else.
  • After opening the round before by attacking: backs off first in 10.5% of rounds, against 6.4% after anything else.
  • After losing a round: evades first in 22.5% of rounds, against 6.8% after winning one.
  • When behind: evades first in 20.7% of rounds, against 10.2% when ahead or level.
  • In round 2: opens with “66K Sou'unha” in 7.9% of rounds, against 4.0% in their other rounds.
  • Against Wolf: opens with “6P Chudan Hiji'ate into 6PP Tsumujisakura” in 9.6% of rounds, against 4.1% against everyone else.
  • After opening the round before with “66K Sou'unha”: opens with “G guard into P+K+G Tenchi In'you” in 11.2% of rounds, against 5.8% after anything else.
  • After winning a round: opens with “6P Chudan Hiji'ate into 6PP Tsumujisakura” in 6.3% of rounds, against 2.4% after losing one.
  • When ahead: opens with “G guard into P+K+G Tenchi In'you” in 8.2% of rounds, against 4.4% when level or behind.

How is this tested?

guardG into Tenchi In'youP+K+G2395.9%
backdash into Soushouda46P+K2325.7%
Sou'unha66K2025.0%
Chudan Hiji'ate6P into Tsumujisakura6PP1904.7%
punchP into NirentotsuPP1764.3%
Namigaeshi64P+K into Iwaodome64P+KP1694.2%
evade up into Sou'unha66K1263.1%
punchP into Tsumujisakura6PP1233.0%
Tenchi In'youP+K+G1052.6%
forward dash into Raijinha6K882.2%
Ouda6P+K into Oushu Hiji'ate6P+KP812.0%
Kusanagi2K+G into down punch+kick+guard2P+K+G571.4%
Tsukiashibarai1P571.4%
guardG into Hou'oushu3P571.4%
Koromoguruma66P551.4%

331 further openings account for the other 2,113 rounds.

Counted from 1,010 of the 1,082 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
Akira25–33 · 43%32–23 · 58%-11.8
Wolf31–27 · 53%21–17 · 55%-3.3
Goh25–29 · 46%8–17 · 32%too few to test
Jacky21–33 · 39%17–5 · 77%too few to test
Aoi26–18 · 59%9–15 · 38%too few to test
Jeffry21–27 · 44%7–8 · 47%too few to test
Pai16–20 · 44%9–8 · 53%too few to test
Jean13–21 · 38%9–7 · 56%too few to test
Lion14–14 · 50%5–10 · 33%too few to test
Sarah17–18 · 49%6–6 · 50%too few to test
Shun5–12 · 29%7–9 · 44%too few to test
Kage6–15 · 29%4–7 · 36%too few to test
El Blaze6–7 · 46%5–8 · 38%too few to test
Lau5–10 · 33%5–6 · 45%too few to test
Vanessa15–5 · 75%3–1 · 75%too few to test
Brad7–9 · 44%3–3 · 50%too few to test
Lei Fei13–8 · 62%0–2 · 0%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

72 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 (16 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: 10 of 16 tests hold up