VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

cocoa_sirop

Career matches3,944
Career win rate42.1%
Round win rate45.9%
Peak rank26
Distinct opponents136
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1343 #2,949 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

Aoi263,9441,6622,28242.1%

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

1,387 of 1,574 rounds counted

6.8 inputs a second (407 a minute) this season. Faster than 40% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.84071,387

By opponent's character

Aoi6.7401184
Jacky7.0418171
Akira7.0423122
Wolf6.8405134
Pai6.7403105
Vanessa7.0420109
Sarah6.7400106
Goh6.539272
Lei Fei6.941355
Shun6.840970
Jean6.840857
Jeffry6.941341
El Blaze7.142540
Kage6.438238
Lion6.639940
Eileen6.438422
Lau6.639612
Dural6.74025
Taka5.23124

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

Aoi57332457.9%+12.7
Jacky46123426.1%-19.7
Akira39211853.9%+11.7
Wolf37181948.6%+7.9
Pai29131644.8%+0.5
Vanessa29101934.5%-8.3
Sarah2691734.6%-8.5
Goh2112957.1%+16.3
Lei Fei1941521.1%-26.6
Shun1911857.9%+13.8
Jean157846.7%+11.0
Jeffry135838.5%-7.6
El Blaze123925.0%-21.1
Kage112918.2%-27.8
Lion108280.0%+23.9
Eileen51420.0%-16.5
Lau32166.7%+28.1
Brad1010.0%-44.9
Dural110100.0%+49.1
Taka110100.0%+69.3

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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 Fence49202940.8%-4.5
Single Wall49262353.1%+10.5
Half Fence42182442.9%-1.0
Full Fence40192147.5%+7.3
Breakable Half Fence38172144.7%+1.5
Rectangle38172144.7%-4.2
Breakable Full Fence33122136.4%-7.5
Open33151845.5%+0.3
Full Fence and Open27111640.7%-1.9
Octagon25101540.0%-4.3

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21643.1%44.0%-0.9
No walls13146.6%44.5%+2.1

Walls against open: -3.0 points (95% range -15.6 to +9.6), p 0.644 — 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

GWO (Rank 25)2026/10/1871614.3%
ミクzzzw (Rank 26)2026/10/1851420.0%
Penoco (Rank 24)2026/10/171641225.0%
dalmax72 (Rank 24)2026/10/1361516.7%
ねこ吉 (Rank 25)2026/10/1073442.9%
え~る (Rank 27)2026/09/2472528.6%
ゅろぽ (Rank 25)2026/09/18115645.5%
首長族 (Rank 26)2026/09/162471729.2%
亀 (Rank 24)2026/09/06107370.0%
千種うるふ(nomore) (Rank 26)2026/08/3154180.0%
エルモchYT★プなれ★ (Rank 26)2026/08/3172528.6%
∞オロチ丸∞ (Rank 26)2026/08/27128466.7%
スナック桃 (Rank 25)2026/07/2653260.0%
HoAssYoAss (Rank 25)2026/07/2651420.0%
unknown (Rank 24)2026/07/2463350.0%
ら族 (Rank 23)2026/07/2164266.7%
UMAGON (Rank 24)2026/07/211513286.7%
あかげら (Rank 23)2026/07/2141325.0%
yasai (Rank 22)2026/07/1743175.0%
ttfour@サラしかできないw (Rank 24)2026/07/1742250.0%
こて (Rank 24)2026/07/0951420.0%
방가방가 (Rank 26)2026/06/1543175.0%
auftakt (Rank 24)2026/06/1151420.0%
MATSUNAGAAKIRA.REBOOT (Rank 26)2026/05/2463350.0%
mitorakujo (Rank 24)2026/05/2352340.0%

Round openings

Aoi

Career
1,662–2,282 · 42.1%
This season
394 matches · 43.9%
Peak rank
26

First hit in 47.3% of 1,416 rounds. Won 50.5% of the rounds they struck first, 42.5% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “throw escape” in 20.8% of rounds, against 6.6% in their other rounds.
  • Against Akira: opens with “66K Sou'unha into 6KK Kumogeri” in 12.7% of rounds, against 5.8% against everyone else.

How is this tested?

throw escape14410.1%
Sou'unha66K into Raijinha6K1329.3%
Sou'unha66K into Kumogeri6KK936.5%
Tenchi In'youP+K+G775.4%
backdash into throw escape694.8%
Ryusen3P+K into Shinchuzuki (Deflect)236P+K493.4%
throwP+G453.2%
punchP443.1%
Ouda6P+K402.8%
Sanseigan66P+K402.8%
Shinchuzuki (Deflect)236P+K392.7%
backdash into Maegeri3K382.7%
crouch into Maegeri3K342.4%
punchP into NirentotsuPP322.2%
backdash into Sodeshinken33P+K241.7%

185 further openings account for the other 523 rounds.

Counted from 355 of the 394 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
Aoi17–9 · 65%9–7 · 56%too few to test
Jacky7–23 · 23%2–3 · 40%too few to test
Akira8–7 · 53%10–8 · 56%too few to test
Wolf10–12 · 45%7–4 · 64%too few to test
Vanessa1–6 · 14%4–8 · 33%too few to test
Pai6–7 · 46%5–5 · 50%too few to test
Sarah3–10 · 23%3–4 · 43%too few to test
Goh9–5 · 64%3–2 · 60%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.

39 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 (15 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: 2 of 15 tests hold up