VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

あをゐ

Career matches11,286
Career win rate49.0%
Round win rate49.1%
Peak rank36
Distinct opponents343
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1646 #1,066 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

Aoi3611,2865,5325,75449.0%

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

5,793 of 6,601 rounds counted

6.8 inputs a second (411 a minute) this season. Faster than 41% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.84115,793

By opponent's character

Jacky6.9416789
Jeffry6.6398524
Akira6.9417558
Wolf7.1428458
Lion6.9412352
Lau7.1425370
Jean6.7399349
Goh6.7404248
Aoi7.0419239
Pai7.0418300
El Blaze6.7404275
Shun6.9415248
Brad6.5393230
Kage6.7400208
Sarah6.6397184
Vanessa6.7401161
Lei Fei6.5390116
Taka6.941290
Dural6.841162
Eileen6.840632

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

Jacky2139411944.1%-4.7
Jeffry147786953.1%+0.6
Akira146816555.5%+2.8
Wolf127775060.6%+9.2
Lion96504652.1%+6.4
Lau94425244.7%-0.5
Jean88424647.7%+1.0
Goh78344443.6%-3.3
Aoi77245331.2%-14.3
Pai77364146.8%-3.7
El Blaze75383750.7%+1.7
Shun69393056.5%+8.6
Brad68422661.8%+15.9
Kage65263940.0%-6.0
Sarah63313249.2%+4.8
Vanessa49163332.6%-17.9
Lei Fei30171356.7%+4.4
Taka2581732.0%-22.0
Dural178947.1%-4.3
Eileen126650.0%-2.9

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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 Full Fence192939948.4%+0.8
Open1821047857.1%+7.5
Full Fence168818748.2%-0.8
Half Fence164749045.1%-4.0
Single Wall159728745.3%-4.8
Rectangle146856158.2%+9.7
Low Fence143647944.8%-6.1
Breakable Half Fence139697049.6%+1.5
Octagon134706452.2%+4.6
Full Fence and Open108416738.0%-9.7

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
Walls94350.1%48.5%+1.5
No walls48449.6%50.1%-0.5

Walls against open: +2.1 points (95% range -3.9 to +8.1), p 0.496 — 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

たあぼさん (Rank 36)2026/10/182191242.9%
B軍団 (Rank 36)2026/10/181871138.9%
漂泊の民回線ジプシー (Rank 36)2026/10/1728121642.9%
ふぇに (Rank 36)2026/10/172992031.0%
guigui8393 (Rank 36)2026/10/16168850.0%
寿司眼鉄 (Rank 38)2026/10/163092130.0%
DJG10159 (Rank 36)2026/10/151871138.9%
NORESPECT (Rank 37)2026/10/142314960.9%
∈挙動不審∋ (Rank 32)2026/10/1436251169.4%
太鼓の別人@稲刈準備中 (Rank 31)2026/10/141712570.6%
★闘将拉麵男★ (Rank 33)2026/10/1332102231.2%
会長さん (Rank 33)2026/10/122662023.1%
JKSTW(SEGAWORLD大亞店) (Rank 34)2026/10/071510566.7%
へっぽこラウ (Rank 35)2026/10/07189950.0%
フルレバ (Rank 37)2026/10/04118372.7%
俺様バーンズ (Rank 37)2026/10/04169756.2%
Phrazes_For_The_Young (Rank 34)2026/10/0421111052.4%
ルビーロマン葵 (Rank 33)2026/09/27148657.1%
Umemon2026 (Rank 36)2026/09/261971236.8%
のみ (Rank 35)2026/09/261210283.3%
nanami.madogiwa (Rank 36)2026/09/2326161061.5%
무파ZeroBlue (Rank 33)2026/09/23138561.5%
BigBoin (Rank 33)2026/09/161871138.9%
openpen (Rank 30)2026/08/311814477.8%
けいすけ新宿 (Rank 33)2026/08/221661037.5%

Round openings

Aoi

Career
5,532–5,754 · 49.0%
This season
1,616 matches · 48.8%
Peak rank
36

First hit in 44.4% of 5,468 rounds. Won 51.0% of the rounds they struck first, 47.7% of the rounds they were struck first.

Significant Tells

  • Against Shun: waits first in 20.9% of rounds, against 7.0% against everyone else.
  • After opening the round before by waiting: waits first in 13.4% of rounds, against 7.2% after anything else.
  • After losing a round: attacks straight away in 49.1% of rounds, against 41.2% after winning one.
  • When behind: moves in first in 12.6% of rounds, against 9.9% when ahead or level.
  • Against Kage: opens with “P+K+G Tenchi In'you” in 7.6% of rounds, against 2.1% against everyone else.

How is this tested?

evade down into guardG2895.2%
Chudan Hiji'ate6P1873.4%
Ouda6P+K1292.3%
Tenchi In'youP+K+G1242.2%
evade down into forward dash931.7%
Raijinha6K911.6%
Ryoushi43P901.6%
Kamageri4K871.6%
Hou'oushu3P801.4%
offensive move into evade down731.3%
guardG into evade down701.3%
forward dash into guardG691.2%
Jousei Ryusenshou214P+K651.2%
forward dash into evade down641.2%
Ryusen3P+K into backdash601.1%

616 further openings account for the other 3,953 rounds.

Counted from 1,346 of the 1,616 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
Jacky48–59 · 45%25–37 · 40%+5.3
Jeffry46–44 · 51%17–10 · 63%too few to test
Akira32–30 · 52%29–14 · 67%-17.9
Wolf43–18 · 70%13–15 · 46%too few to test
Lion17–22 · 44%12–12 · 50%too few to test
Goh27–24 · 53%3–11 · 21%too few to test
Aoi9–29 · 24%5–9 · 36%too few to test
Lau15–18 · 45%13–10 · 57%too few to test
Brad23–16 · 59%14–6 · 70%too few to test
El Blaze22–19 · 54%8–10 · 44%too few to test
Jean20–23 · 47%12–6 · 67%too few to test
Pai16–21 · 43%8–8 · 50%too few to test
Shun19–14 · 58%15–10 · 60%too few to test
Sarah17–16 · 52%8–8 · 50%too few to test
Kage10–14 · 42%7–10 · 41%too few to test
Vanessa4–9 · 31%8–14 · 36%too few to test
Taka4–4 · 50%4–6 · 40%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.

270 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 (17 here; about 0.9 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: 5 of 17 tests hold up