VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Aoi

てんてん

  • Pai
Career matches1,254
Career win rate49.9%
Round win rate48.1%
Peak rank25
Distinct opponents66
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1364 #2,849 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

Aoi2597949948051.0%
Pai2327512714846.2%

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

522 of 688 rounds counted

6.3 inputs a second (380 a minute) this season. Faster than 27% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.4385379
Pai6.1368143

By opponent's character

Akira6.7399126
Aoi6.237289
Sarah6.036240
Wolf6.237427
Lau6.740433
Pai6.338136
El Blaze6.337619
Goh6.539222
Jean5.734320
Jeffry6.337617
Lion6.84074
Jacky6.740315
Kage6.438217
Brad6.43827
Eileen6.136311
Lei Fei6.237214
Vanessa5.834913
Shun5.93528
Dural5.43224

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

Akira41221953.7%+2.5
Aoi24121250.0%+4.6
Sarah1981142.1%-0.3
Wolf123925.0%-31.4
Lau105550.0%+6.3
Pai87187.5%+38.6
El Blaze72528.6%-12.8
Goh73442.9%-10.2
Jean76185.7%+36.9
Jeffry63350.0%-1.9
Lion51420.0%-26.8
Jacky41325.0%-7.2
Kage4040.0%-50.4
Brad32166.7%+13.9
Eileen32166.7%+28.4
Lei Fei31233.3%-16.8
Vanessa32166.7%+17.2
Shun21150.0%+6.3
Dural1010.0%-36.8

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Full Fence31131841.9%-3.2
Open2415962.5%+14.2
Low Fence2011955.0%+6.8
Half Fence1911857.9%+11.3
Breakable Full Fence1431121.4%-34.9
Breakable Half Fence135838.5%-1.2
Full Fence and Open136746.1%-1.7
Rectangle127558.3%+14.8
Single Wall125741.7%-1.9
Octagon74357.1%-1.1

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls9644.8%46.8%-2.0
No walls5655.4%48.4%+7.0

Walls against open: -9.0 points (95% range -29.7 to +11.6), p 0.392 — 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

aona (Rank 26)2026/07/1721150.0%
allgonnaworkout (Rank 25)2026/06/3032166.7%
omuretukun (Rank 22)2026/06/302013765.0%
wh-ida2 (Rank 23)2026/06/304040.0%
ttfour@サラしかできないw (Rank 24)2026/06/2752340.0%
nekota (Rank 23)2026/06/2332166.7%
ねこ吉 (Rank 21)2026/06/1932166.7%
meine (Rank 26)2026/06/1831233.3%
式神 (Rank 27)2026/06/1621150.0%
kowalski (Rank 25)2026/06/1662433.3%
dalmax72 (Rank 24)2026/06/1552340.0%
xXsoul-childXx (Rank 26)2026/06/1532166.7%
6132da (Rank 22)2026/06/155050.0%
聖☆奈♡♡ (Rank 25)2026/06/12330100.0%
a_h_i_k_o (Rank 28)2026/06/043030.0%
GWO (Rank 24)2026/06/0462433.3%
委員ちょ (Rank 21)2026/06/03550100.0%
kobaman (Rank 26)2026/05/2832166.7%
銀 (Rank 26)2026/05/2683537.5%
スタンプジャンパー (Rank 23)2026/05/2231233.3%
HB-101 (Rank 22)2026/05/2232166.7%
ガルポ大統領vtuber (Rank 24)2026/05/1921150.0%
a-week-away (Rank 24)2026/05/1931233.3%
こて (Rank 26)2026/04/256060.0%
ホンビノス (Rank 24)2026/04/174040.0%

Round openings

Every character

backdash into evade up6910.0%
backdash into evade down527.5%
NirentotsuPP into Nirentotsu OuchuPPP344.9%
backdash into throwP+G172.5%
crouch dash forward into guardG162.3%
RenshouPP into RaigekishouPPP131.9%
backward movement into evade down121.7%
crouch into Gedan Shouda2P121.7%
crouch into Sodeshinken33P+K111.6%
Ryoushi43P101.4%
backdash into Kasane'ate46P91.3%
backdash into Sou'unha66K91.3%
backward movement into evade up91.3%
guardG into punchP91.3%
backdash into Raijinha6K81.2%

198 further openings account for the other 400 rounds.

Aoi

Career
499–480 · 51.0%
This season
133 matches · 51.9%
Peak rank
25

First hit in 50.4% of 540 rounds. Won 57.4% of the rounds they struck first, 42.9% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade up519.3%
backdash into evade down448.0%
NirentotsuPP into Nirentotsu OuchuPPP346.2%
backdash into throwP+G162.9%
crouch dash forward into guardG142.6%
crouch into Gedan Shouda2P122.2%
backward movement into evade down112.0%
crouch into Sodeshinken33P+K112.0%
Ryoushi43P101.8%
backdash into Kasane'ate46P91.6%
backdash into Sou'unha66K91.6%
backdash into Raijinha6K81.5%
backdash into Iwaodome64P+KP71.3%
backdash into Sodeshinken33P+K71.3%
backward movement into evade up71.3%

150 further openings account for the other 297 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–5 · 62%11–5 · 69%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.

How is this tested?

Pai

Career
127–148 · 46.2%
This season
36 matches · 33.3%
Peak rank
23

First hit in 51.8% of 143 rounds. Won 41.9% of the rounds they struck first, 34.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1812.6%
RenshouPP into RaigekishouPPP139.1%
backdash into evade down85.6%
RenshouPP into Renken ToukyakuPPK64.2%
Souanshou3P+K53.5%
backdash into Honrakukyaku46K+G42.8%
backdash into Koutankyaku66K42.8%
backdash into Souanshou3P+K42.8%
backdash into kickK42.8%
crouch dash forward into Souanshou3P+K42.8%
down-back kick1K42.8%
Ensei Haikyaku4K32.1%
guardG into punchP32.1%
punchP into Souanshou3P+K32.1%
Koutankyaku66K21.4%

49 further openings account for the other 58 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 (14 here; about 0.7 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: 0 of 14 tests hold up
  • Pai: not tested (too few rounds)