VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

【揺るがぬ般若】Savann

  • Brad
Career matches2,082
Career win rate48.2%
Round win rate49.2%
Peak rank30
Distinct opponents138
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1539 #1,750 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

Aoi302,0669891,07747.9%
Brad231614287.5%

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

722 of 1,646 rounds counted

7.1 inputs a second (428 a minute) this season. Faster than 49% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi7.1428722

By opponent's character

Jacky7.142893
Jeffry6.941689
Akira7.3440144
Wolf7.444162
Goh7.444435
Sarah7.243091
Kage7.142318
Lau7.041829
Shun6.740223
El Blaze6.639811
Aoi6.74004
Lei Fei6.841117
Jean7.444222
Lion6.94139
Taka7.142322
Brad7.243425
Vanessa6.539014
Eileen7.042014

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

Jacky55332260.0%+6.2
Jeffry51262551.0%+0.4
Akira48163233.3%-20.6
Wolf40281270.0%+26.2
Goh35171848.6%+7.5
Sarah35191654.3%-0.1
Kage30102033.3%-14.2
Lau1761135.3%-1.0
Shun1771041.2%-5.4
El Blaze157846.7%-1.3
Aoi138561.5%+18.4
Pai138561.5%+2.0
Lei Fei124833.3%-3.7
Jean84450.0%-2.5
Lion83537.5%-11.0
Taka72528.6%-11.2
Brad6060.0%-43.9
Vanessa52340.0%-5.0
Eileen42250.0%+12.8
Dural32166.7%+32.5

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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 Fence59213835.6%-9.4
Breakable Half Fence52282453.9%+3.1
Rectangle43271662.8%+14.8
Single Wall43172639.5%-12.5
Low Fence42241857.1%+7.9
Open39192048.7%-3.1
Full Fence37122532.4%-14.0
Half Fence37261170.3%+22.5
Octagon33151845.5%+1.0
Full Fence and Open26131350.0%-1.6

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls26149.4%47.3%+2.1
No walls12448.4%50.7%-2.3

Walls against open: +4.5 points (95% range -6.8 to +15.7), p 0.437 — 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

goripon_actor (Rank 27)2026/10/1598188.9%
ps-splitsecond (Rank 33)2026/10/1052340.0%
masabon734 (Rank 26)2026/10/1096366.7%
BANANA (Rank 29)2026/09/27116554.5%
Sinabro (Rank 30)2026/09/2752340.0%
misoazy (Rank 25)2026/09/0443175.0%
カミナリおやじ (Rank 27)2026/09/0254180.0%
juste (Rank 29)2026/09/0273442.9%
be-shedded (Rank 27)2026/09/0251420.0%
龍仙人【鬼手仏心】 (Rank 28)2026/08/19880100.0%
失礼!スマッシュ☆彡 (Rank 25)2026/07/0492722.2%
haira_76 (Rank 30)2026/07/0452340.0%
ガンジャッキー (Rank 26)2026/05/2853260.0%
Pluto (Rank 29)2026/04/1951420.0%
ShieldHolder (Rank 26)2026/04/0375271.4%
jeffry_inoue2025 (Rank 36)2026/04/034040.0%
サーちゃん (Rank 21)2026/04/03440100.0%
MARUKO922 (Rank 29)2026/04/0342250.0%
zxyzguy (Rank 23)2026/04/031611568.8%
nakachin30 (Rank 29)2026/04/031861233.3%
sinsig22 (Rank 27)2026/04/0382625.0%
②-スト☆能登VF部 (Rank 30)2026/04/0362433.3%
nanoka-222 (Rank 24)2026/03/2876185.7%
tonchan145656 (Rank 29)2026/03/286060.0%
elpopo_3378 (Rank 24)2026/03/2872528.6%

Round openings

Every character

Chudan Hiji'ate6P15810.8%
backdash into Soushouda46P+K1137.8%
punchP into NirentotsuPP714.9%
Chudan Hiji'ate6P into forward dash584.0%
backdash into guardG513.5%
guardG352.4%
NirentotsuPP into Nirentotsu OuchuPPP342.3%
backdash into backward movement322.2%
kickK into punchP322.2%
crouch dash forward into evade down312.1%
Chudan Hiji'ate6P into forward movement261.8%
offensive move261.8%
Sanseigan66P+K251.7%
crouch dash back into evade down251.7%
crouch dash forward into Hou'oushu3P251.7%

196 further openings account for the other 714 rounds.

Counted from 374 of the 422 matches played. The rest were not pulled for openings.

Aoi

Career
989–1,077 · 47.9%
This season
419 matches · 48.5%
Peak rank
30

First hit in 51.1% of 1,438 rounds. Won 51.6% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 21.6% of rounds, against 7.2% in their other rounds.
  • Against Goh: backs off first in 41.2% of rounds, against 25.8% against everyone else.
  • In round 1: opens with “6P Chudan Hiji'ate” in 14.8% of rounds, against 9.6% in their other rounds.

How is this tested?

Chudan Hiji'ate6P15810.9%
backdash into Soushouda46P+K1137.8%
punchP into NirentotsuPP714.9%
Chudan Hiji'ate6P into forward dash584.0%
backdash into guardG513.5%
guardG352.4%
NirentotsuPP into Nirentotsu OuchuPPP342.4%
backdash into backward movement322.2%
kickK into punchP322.2%
crouch dash forward into evade down312.1%
Chudan Hiji'ate6P into forward movement261.8%
offensive move261.8%
Sanseigan66P+K251.7%
crouch dash back into evade down251.7%
crouch dash forward into Hou'oushu3P251.7%

191 further openings account for the other 702 rounds.

Counted from 371 of the 419 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
Jacky18–10 · 64%12–8 · 60%too few to test
Akira8–17 · 32%8–9 · 47%too few to test
Jeffry13–15 · 46%5–7 · 42%too few to test
Goh13–14 · 48%4–4 · 50%too few to test
Wolf15–7 · 68%5–2 · 71%too few to test
Sarah11–5 · 69%3–4 · 43%too few to test
Kage4–9 · 31%3–4 · 43%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.

48 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?

Brad

Career
14–2 · 87.5%
This season
3 matches · 33.3%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sway Back4P+K+G433.3%
backdash into Stop Kick4K216.7%
backdash into evade up216.7%
backdash into Jackal Straight46P+K18.3%
backdash into throw escape18.3%
crouch dash forward into forward dash18.3%
guardG into throw escape18.3%

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 (16 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: 3 of 16 tests hold up
  • Brad: not tested (too few rounds)