VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

GenesisFrenzy

  • Pai
Career matches3,999
Career win rate59.3%
Round win rate51.7%
Peak rank41
Distinct opponents62
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1799 #376 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

Aoi412,9751,7821,19359.9%
Pai381,02458843657.4%

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

1,373 of 2,024 rounds counted

7.3 inputs a second (438 a minute) this season. Faster than 54% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai7.3438767
Aoi7.3439606

By opponent's character

Sarah7.3440167
Brad7.1428211
Taka7.041963
Lion7.4444142
Vanessa7.3436114
El Blaze7.5449105
Pai7.3441143
Akira7.746445
Jacky7.444361
Kage7.343957
Lau7.243080
Shun7.243028
Lei Fei7.544946
Goh7.545229
Wolf7.343745
Jean7.041725
Jeffry7.444212

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

Sarah85424349.4%+1.6
Brad55262947.3%-7.1
Taka45172837.8%-7.4
Lion42192345.2%-12.4
Vanessa37241364.9%+20.7
El Blaze36162044.4%-7.2
Pai36231363.9%+5.3
Akira2823582.1%+19.7
Jacky28171160.7%+2.6
Kage2416866.7%+11.6
Lau2161528.6%-24.1
Shun2181338.1%-9.9
Lei Fei1714382.3%+14.0
Goh127558.3%+2.9
Wolf115645.5%-11.8
Jean660100.0%+35.4
Jeffry31233.3%-50.5

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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 Wall64333151.6%+0.1
Rectangle59322754.2%-0.9
Half Fence58292950.0%-7.1
Breakable Full Fence56302653.6%+1.1
Open53302356.6%+1.7
Breakable Half Fence44251956.8%+9.8
Full Fence43241955.8%+5.0
Low Fence42271564.3%+9.3
Octagon41202148.8%-2.9
Full Fence and Open21101147.6%-10.3

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls30153.2%52.8%+0.4
No walls15956.6%53.8%+2.8

Walls against open: -2.4 points (95% range -14.7 to +10.0), p 0.704 — 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

y2d (Rank 44)2026/09/0675156020.0%
n.fang (Rank 39)2026/09/06135838.5%
Nate__theRipper (Rank 39)2026/09/05119281.8%
無謀 (Rank 36)2026/09/052071335.0%
Akai (Rank 40)2026/07/1031181358.1%
Pudding (Rank 40)2026/07/1037152240.5%
iKillYouXChicken (Rank 38)2026/06/2443192444.2%
KyleVF (Rank 37)2026/06/2254180.0%
BrodiMAN (Rank 42)2026/06/22103730.0%
Dadshido (Rank 39)2026/06/21156940.0%
ItsameBS (Rank 32)2026/06/2165183.3%
BLACKALERT!!! (Rank 42)2026/06/1824141058.3%
Crashing_Blow2003 (Rank 33)2026/06/17128466.7%
JustFRAMEshawty (Rank 39)2026/06/1582625.0%
LeverlessisHard|Ant0 (Rank 35)2026/06/15125741.7%
Johnnny_E_ (Rank 35)2026/06/1126131350.0%
legendaryhero (Rank 32)2026/06/022115671.4%
RentalAnimator (Rank 42)2026/05/1172528.6%
VF31998 (Rank 30)2026/05/11660100.0%
UltraSeBassツ (Rank 34)2026/05/0664266.7%
Especia (Rank 24)2026/05/0654180.0%
evoyd (Rank 32)2026/04/2053260.0%
KDQBushido (Rank 32)2026/04/1998188.9%
Kungfuhustle99 (Rank 29)2026/04/12660100.0%
AAmateur (Rank 26)2026/03/2863350.0%

Round openings

Every character

backdash into evade up1788.8%
punchP1246.1%
evade up into throw escape954.7%
no input864.2%
throw escape803.9%
backdash into Souanshou3P+K452.2%
Senchutai3K341.7%
guardG into throw escape321.6%
backdash into punchP301.5%
backdash into throw escape281.4%
backdash into Honrakukyaku46K+G251.2%
backdash into Enbikyaku3K+G241.2%
Senchuken6P231.1%
backdash into Sodeshinken33P+K221.1%
backdash into Tenshin Oushoushou46P+K221.1%

326 further openings account for the other 1,182 rounds.

Pai

Career
588–436 · 57.4%
This season
355 matches · 50.1%
Peak rank
38

First hit in 55.1% of 1,387 rounds. Won 52.0% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 14.6% of rounds, against 4.9% in their other rounds.
  • Against El Blaze: backs off first in 56.2% of rounds, against 32.6% against everyone else.
  • In round 1: opens with “no input” in 11.5% of rounds, against 1.5% in their other rounds.

How is this tested?

backdash into evade up1208.5%
punchP1107.8%
evade up into throw escape745.2%
throw escape654.6%
no input574.0%
backdash into Souanshou3P+K453.2%
Senchutai3K342.4%
guardG into throw escape302.1%
backdash into Honrakukyaku46K+G251.8%
backdash into Enbikyaku3K+G241.7%
Senchuken6P231.6%
backdash into Tenshin Oushoushou46P+K221.6%
backdash into punchP221.6%
backdash into throw escape221.6%
Souanshou3P+K201.4%

214 further openings account for the other 719 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Sarah14–15 · 48%10–12 · 45%too few to test
Lion11–16 · 41%3–3 · 50%too few to test
Brad13–11 · 54%3–9 · 25%too few to test
Taka11–14 · 44%2–6 · 25%too few to test
El Blaze6–9 · 40%3–5 · 38%too few to test
Jacky8–6 · 57%7–5 · 58%too few to test
Akira16–3 · 84%6–0 · 100%too few to test
Shun2–7 · 22%4–5 · 44%too few to test
Kage6–3 · 67%6–3 · 67%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?

Aoi

Career
1,782–1,193 · 59.9%
This season
152 matches · 60.5%
Peak rank
41

First hit in 55.3% of 618 rounds. Won 57.0% of the rounds they struck first, 53.3% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 16.4% of rounds, against 2.6% in their other rounds.
  • In round 1: opens with “no input” in 15.1% of rounds, against 1.3% in their other rounds.

How is this tested?

backdash into evade up589.4%
no input294.7%
backdash into Sodeshinken33P+K223.6%
evade up into throw escape213.4%
Maegeri3K203.2%
Ryoushi43P203.2%
Chudan Hiji'ate6P182.9%
backdash into Soushouda46P+K182.9%
Jousei Ryusenshou214P+K172.8%
backdash into Maegeri3K162.6%
throw escape152.4%
punchP142.3%
Ouda6P+K132.1%
crouch dash back into Jousei Ryusenshou214P+K132.1%
Shinchuzuki (Deflect)236P+K111.8%

137 further openings account for the other 313 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Pai13–11 · 54%8–2 · 80%too few to test
Vanessa10–7 · 59%8–4 · 67%too few to test
Sarah8–6 · 57%6–1 · 86%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?

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 (27 here; about 1.4 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

  • Pai: 3 of 15 tests hold up
  • Aoi: 2 of 12 tests hold up