VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

spacejamplus

  • Akira
  • Dural
  • Wolf
  • Taka
Career matches6,951
Career win rate49.6%
Round win rate48.2%
Peak rank29
Distinct opponents217
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1423 #2,515 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

Aoi292,5411,2691,27249.9%
Akira281,69585184450.2%
Dural271,46369976447.8%
Wolf271,19959760249.8%
Taka2453322160.4%

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

1,971 of 2,541 rounds counted

5.8 inputs a second (351 a minute) this season. Faster than 15% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.9356580
Akira6.1366570
Dural5.6338476
Wolf5.6334311
Taka6.035934

By opponent's character

Akira6.0357277
Aoi5.8348285
Pai5.8346167
Jacky5.8347150
Wolf6.1364140
Sarah5.8350116
Jeffry5.9352108
Shun5.9352113
Goh6.136891
El Blaze5.734482
Jean5.834780
Lion5.8347103
Eileen5.633772
Kage5.432456
Vanessa6.136448
Lau6.237429
Brad6.035923
Lei Fei5.734328
Taka6.43843

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

Akira82414150.0%-0.4
Aoi82513162.2%+12.0
Pai49193038.8%-10.5
Jacky47222546.8%+3.2
Wolf46192741.3%-3.5
Sarah45222348.9%+1.4
Jeffry40132732.5%-14.1
Shun39201951.3%+5.4
Goh35211460.0%+11.0
El Blaze29131644.8%-4.9
Jean2671926.9%-20.3
Lion25121348.0%-3.1
Eileen2114766.7%+15.3
Kage2012860.0%+10.7
Vanessa134930.8%-21.9
Lau116554.5%+9.7
Brad104640.0%+0.1
Lei Fei94544.4%-9.6
Taka110100.0%+24.6

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 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

Breakable Half Fence86384844.2%-5.1
Low Fence85483756.5%+5.9
Open78354344.9%+0.0
Half Fence62273543.5%-5.5
Single Wall61273444.3%-7.6
Rectangle57263145.6%-2.6
Breakable Full Fence54272750.0%+3.8
Full Fence52282453.9%+6.3
Full Fence and Open42162638.1%-13.3
Octagon33181554.5%+8.8

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
Walls34447.7%47.9%-0.2
No walls22449.1%49.0%+0.1

Walls against open: -0.3 points (95% range -8.5 to +8.0), p 0.949 — 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

Jyuryoku_Eileen (Rank 26)2026/10/16179852.9%
UNIQ (Rank 24)2026/10/16116554.5%
camelvf (Rank 27)2026/10/1661516.7%
hahaha (Rank 28)2026/10/1581712.5%
NEKOz (Rank 29)2026/10/1374357.1%
juste (Rank 30)2026/09/22123925.0%
tentenn100 (Rank 27)2026/09/2262433.3%
ズサ齋藤 (Rank 26)2026/09/2294544.4%
fazz00r (Rank 26)2026/09/22157846.7%
要你命3000 (Rank 25)2026/09/09137653.9%
a_h_i_k_o (Rank 29)2026/09/0964266.7%
kowalski (Rank 25)2026/09/0764266.7%
しゅが~nsr (Rank 27)2026/09/0772528.6%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 27)2026/08/3162433.3%
GWO (Rank 26)2026/08/311210283.3%
omuretukun (Rank 24)2026/08/2865183.3%
アベル (Rank 27)2026/08/27105550.0%
こて (Rank 27)2026/08/2474357.1%
鳩男 (Rank 29)2026/08/2271614.3%
壱色淸淨 (Rank 28)2026/08/1796366.7%
allgonnaworkout (Rank 26)2026/07/2673442.9%
AcidNine-JPN (Rank 27)2026/07/0475271.4%
賛美歌13番 (Rank 28)2026/07/0273442.9%
ルビーロマン葵 (Rank 29)2026/06/1163350.0%
manao_0609 (Rank 26)2026/05/2763350.0%

Round openings

Every character

forward movement into punchP26411.1%
guardG24310.3%
backdash into Soushouda46P+K944.0%
crouch572.4%
evade down into guardG572.4%
Housui2P532.2%
punchP532.2%
Hou'oushu3P482.0%
Low Knuckle2P451.9%
Low Hammer2P421.8%
Chudan Hiji'ate6P341.4%
evade up341.4%
Ekishou3P301.3%
Arrow Knuckle3P291.2%
Gedan Shouda2P into evade down291.2%

461 further openings account for the other 1,257 rounds.

Counted from 588 of the 630 matches played. The rest were not pulled for openings.

Aoi

Career
1,269–1,272 · 49.9%
This season
210 matches · 47.1%
Peak rank
29

First hit in 56.1% of 815 rounds. Won 48.6% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 45.4% of rounds, against 11.8% in their other rounds.
  • Against Shun: evades first in 19.1% of rounds, against 9.6% against everyone else.
  • After winning a round: backs off first in 30.2% of rounds, against 8.3% after losing one.
  • When behind: moves in first in 28.3% of rounds, against 13.1% when ahead or level.
  • In round 1: opens with “G guard” in 14.8% of rounds, against 4.2% in their other rounds.
  • After opening the round before with “backdash into 46P+K Soushouda”: opens with “G guard” in 12.3% of rounds, against 3.2% after anything else.
  • After losing a round: opens with “forward movement into P punch” in 28.7% of rounds, against 7.5% after winning one.
  • When behind: opens with “forward movement into P punch” in 27.4% of rounds, against 12.7% when ahead or level.

How is this tested?

forward movement into punchP12515.3%
backdash into Soushouda46P+K9411.5%
guardG556.8%
Hou'oushu3P485.9%
Chudan Hiji'ate6P344.2%
Gedan Shouda2P into evade down293.6%
punchP273.3%
guardG into Sayo'arashiP+K242.9%
crouch232.8%
Gedan Shouda2P222.7%
Gedan Shouda2P into forward dash182.2%
Ougimai4P111.4%
backdash into Kasane'ate46P101.2%
ShigureK+G91.1%
evade up91.1%

130 further openings account for the other 277 rounds.

Counted from 196 of the 210 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
Akira6–6 · 50%4–4 · 50%too few to test
Jacky2–5 · 29%5–5 · 50%too few to test
Shun3–5 · 38%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.

14 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?

Akira

Career
851–844 · 50.2%
This season
197 matches · 48.7%
Peak rank
28

First hit in 55.4% of 738 rounds. Won 50.4% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 47.6% of rounds, against 13.2% in their other rounds.
  • After winning a round: backs off first in 20.5% of rounds, against 6.2% after losing one.
  • When ahead: backs off first in 19.0% of rounds, against 8.9% when level or behind.
  • In round 1: opens with “G guard” in 25.7% of rounds, against 7.2% in their other rounds.
  • Against Jacky: opens with “G guard” in 32.6% of rounds, against 10.5% against everyone else.
  • After losing a round: opens with “forward movement into P punch” in 21.6% of rounds, against 14.4% after winning one.

How is this tested?

forward movement into punchP11214.8%
guardG9011.9%
Housui2P537.0%
Ekishou3P304.0%
forward movement into Hachimon KaidaPP222.9%
backdash into Geimon Tessen46P+K+G212.8%
Sokutai3K202.6%
Housui2P into evade down192.5%
evade down into guardG182.4%
backdash into Hekishou43P162.1%
Housui2P into backdash152.0%
Housui2P into Koboku214P141.9%
Rimon Chouchu66P into forward dash141.9%
guardG into SoutoP+K131.7%
forward dash into Jouho Touken6P121.6%

123 further openings account for the other 289 rounds.

Counted from 191 of the 197 matches played. The rest were not pulled for openings.

Dural

Career
699–764 · 47.8%
This season
135 matches · 51.1%
Peak rank
27

First hit in 45.1% of 479 rounds. Won 56.5% of the rounds they struck first, 43.4% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 59.8% of rounds, against 25.5% in their other rounds.
  • When ahead: backs off first in 12.2% of rounds, against 3.8% when level or behind.
  • In round 1: opens with “G guard” in 21.3% of rounds, against 9.4% in their other rounds.

How is this tested?

guardG6012.4%
Low Knuckle2P459.3%
evade down into guardG255.2%
crouch153.1%
evade up112.3%
Low Knuckle2P into evade down102.1%
down-forward punch+kick3P+K91.9%
guardG into down punch+kick2P+K91.9%
guardG into down-back punch+kick1P+K71.4%
guardG into forward punch+kick6P+K71.4%
Low Knuckle2P into backdash61.2%
Low Knuckle2P into forward dash61.2%
Rising Elbow6P61.2%
forward movement into punchP61.2%
guardG into punchP61.2%

146 further openings account for the other 255 rounds.

Counted from 122 of the 135 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Aoi10–7 · 59%5–1 · 83%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.

13 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?

Wolf

Career
597–602 · 49.8%
This season
79 matches · 44.3%
Peak rank
27

First hit in 54.8% of 279 rounds. Won 50.3% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Hammer2P4215.1%
guardG3412.2%
Arrow Knuckle3P2910.4%
forward movement into punchP165.7%
backdash into Short Shoulder46P+K145.0%
crouch93.2%
punchP93.2%
Low Hammer2P into backdash62.1%
evade down into guardG62.1%
guardG into Gasp Kneel Palm Bomb6P+K51.8%
Low Hammer2P into Tomahawk Chop9P41.4%
evade down into Elbow Butt4P41.4%
guardG into Arrow Knuckle3P41.4%
guardG into Low Hammer2P41.4%
punchP into Gasp Kneel Palm Bomb6P+K41.4%

61 further openings account for the other 89 rounds.

Counted from 70 of the 79 matches played. The rest were not pulled for openings.

Taka

Career
32–21 · 60.4%
This season
9 matches · 66.7%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shita Harite2P823.5%
Shita Harite2P into evade down514.7%
forward movement into punchP514.7%
guardG411.8%
evade up25.9%
Hiji'ate6P12.9%
Shita Harite2P into backdash12.9%
Shita Harite2P into crouch12.9%
Shita Harite2P into forward dash12.9%
backdash into throwP+G12.9%
crouch12.9%
crouch into punchP12.9%
evade up into Ao'oni Midaremage214P+K12.9%
evade up into Kachi'age33P+K12.9%
guardG into crouch12.9%

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 (45 here; about 2.2 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: 8 of 15 tests hold up
  • Akira: 6 of 15 tests hold up
  • Dural: 3 of 15 tests hold up
  • Wolf: not tested (too few rounds)
  • Taka: not tested (too few rounds)