VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

翠嵐

  • El Blaze
Career matches9,282
Career win rate50.3%
Round win rate50.1%
Peak rank41
Distinct opponents298
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1757 #531 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

Aoi418,4074,2094,19850.1%
El Blaze3387545641952.1%

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

3,614 of 4,246 rounds counted

5.5 inputs a second (329 a minute) this season. Faster than 8% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.43253,058
El Blaze5.8349556

By opponent's character

Akira5.7341373
Lau5.3316327
Jacky5.6335270
Brad5.5333246
Lion5.3319270
Sarah5.5331251
Lei Fei5.3320212
Kage5.3319209
Shun5.9353203
Pai5.5330170
Taka5.2312187
Jean5.4322169
Jeffry5.4326105
Vanessa5.3319117
Aoi5.5333116
Wolf6.0361107
Goh5.5332100
Eileen5.331789
El Blaze5.532777
Dural6.035816

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

Akira111506145.0%-6.6
Lau93286530.1%-21.6
Jacky89523758.4%+8.1
Brad74373750.0%+1.5
Lion73324143.8%-3.7
Sarah71452663.4%+12.1
Lei Fei60293148.3%-0.1
Kage59283147.5%+1.3
Shun56272948.2%-1.2
Pai51193237.2%-10.7
Taka46281860.9%+13.7
Jean42281466.7%+12.0
Jeffry38172144.7%-6.2
Vanessa37191851.4%+4.2
Aoi33211263.6%+11.8
Wolf33211263.6%+10.2
Goh31181358.1%+7.1
Eileen29131644.8%-6.0
El Blaze2091145.0%-2.5
Dural42250.0%-6.8

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

Octagon125586746.4%-4.8
Half Fence120695157.5%+10.2
Low Fence113555848.7%-0.6
Breakable Full Fence108535549.1%+0.8
Breakable Half Fence104535151.0%+0.9
Rectangle103525150.5%+1.0
Open99495049.5%-0.2
Full Fence98485049.0%-2.3
Single Wall92405243.5%-5.7
Full Fence and Open41202148.8%-0.9

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
Walls65850.6%49.7%+0.9
No walls30447.4%49.2%-1.8

Walls against open: +2.8 points (95% range -4.2 to +9.8), p 0.441 — 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

★闘将拉麵男★ (Rank 39)2026/10/1892722.2%
のびもあ (Rank 41)2026/10/1894544.4%
ス~パ~オヤツマ~ン (Rank 42)2026/10/181551033.3%
たつや (Rank 40)2026/10/1834151944.1%
banjar (Rank 38)2026/10/18115645.5%
自作マニア@むめい。 (Rank 40)2026/10/15179852.9%
どっせプレビに出たい (Rank 42)2026/10/15189950.0%
空き缶。 (Rank 41)2026/10/151441028.6%
ハマラウ (Rank 42)2026/10/141941521.1%
a.k.aとりてん (Rank 39)2026/10/1383537.5%
ひらがなであおき (Rank 42)2026/10/13105550.0%
あむざん (Rank 42)2026/10/08134930.8%
ケツバッターA (Rank 40)2026/10/051951426.3%
Umemon2026 (Rank 37)2026/10/05127558.3%
かえる (Rank 39)2026/10/04107370.0%
虎熊 (Rank 39)2026/10/04124833.3%
manatsu_7 (Rank 41)2026/09/282314960.9%
jinmenusagi (Rank 41)2026/09/242261627.3%
ハナノコルンルン (Rank 39)2026/09/0283537.5%
shuri_nero (Rank 34)2026/08/2493633.3%
使われジュニア。 (Rank 40)2026/07/10102820.0%
HB (Rank 31)2026/06/1493633.3%
no-0809 (Rank 39)2026/05/20114736.4%
Reezent_Sousui (Rank 35)2026/05/201310376.9%
ジャイロ (Rank 28)2026/05/0683537.5%

Round openings

Every character

Jousei Ryusenshou214P+K1664.5%
forward movement into punchP1524.1%
crouch dash forward into guardG1443.9%
kickK into punchP1072.9%
evade up into crouch dash forward922.5%
evade down into Koromoguruma66P912.5%
evade down into Sanseigan66P+K812.2%
Namigaeshi64P+K into Iwaodome64P+KP711.9%
punchP681.8%
forward movement into Chudan Hiji'ate6P601.6%
forward dash into Kusanagi2K+G541.4%
forward dash into throwP+G521.4%
Kusanagi2K+G471.3%
guardG471.3%
Demon Dance9P+K into Demon's Tail9P+KK461.2%

400 further openings account for the other 2,436 rounds.

Counted from 919 of the 1,050 matches played. The rest were not pulled for openings.

Aoi

Career
4,209–4,198 · 50.1%
This season
845 matches · 48.5%
Peak rank
41

First hit in 51.0% of 2,881 rounds. Won 52.8% of the rounds they struck first, 45.7% of the rounds they were struck first.

Significant Tells

  • Against Shun: evades first in 63.6% of rounds, against 24.2% against everyone else.
  • After opening the round before by attacking: attacks straight away in 46.5% of rounds, against 27.9% after anything else.
  • After winning a round: attacks straight away in 38.6% of rounds, against 29.2% after losing one.
  • When ahead: attacks straight away in 38.6% of rounds, against 30.6% when level or behind.
  • After landing the first hit of the round before: evades first in 29.3% of rounds, against 24.7% after being hit first.
  • In round 1: opens with “crouch dash forward into G guard” in 6.6% of rounds, against 3.9% in their other rounds.
  • Against Lau: opens with “crouch dash forward into G guard” in 16.2% of rounds, against 3.2% against everyone else.
  • After opening the round before with “evade down into 66P Koromoguruma”: opens with “evade down into 66P Koromoguruma” in 15.4% of rounds, against 2.6% after anything else.
  • After winning a round: opens with “K kick into P punch” in 6.7% of rounds, against 2.0% after losing one.
  • When ahead: opens with “K kick into P punch” in 7.4% of rounds, against 2.8% when level or behind.

How is this tested?

Jousei Ryusenshou214P+K1665.7%
crouch dash forward into guardG1314.5%
kickK into punchP1073.7%
evade down into Koromoguruma66P913.1%
evade down into Sanseigan66P+K812.8%
Namigaeshi64P+K into Iwaodome64P+KP712.5%
evade up into crouch dash forward702.4%
forward movement into punchP672.3%
forward movement into Chudan Hiji'ate6P602.1%
forward dash into Kusanagi2K+G541.9%
Kusanagi2K+G471.6%
forward dash into throwP+G461.6%
Ryoushi43P451.6%
crouch dash forward into Gedan Shouda2P441.5%
offensive move441.5%

256 further openings account for the other 1,769 rounds.

Counted from 714 of the 845 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
Lau14–37 · 27%2–13 · 13%too few to test
Akira23–22 · 51%2–13 · 13%too few to test
Lion21–22 · 49%2–10 · 17%too few to test
Brad14–16 · 47%10–11 · 48%too few to test
Jacky15–11 · 58%10–8 · 56%too few to test
Sarah14–13 · 52%8–6 · 57%too few to test
Kage13–15 · 46%5–8 · 38%too few to test
Lei Fei11–13 · 46%7–7 · 50%too few to test
Shun14–11 · 56%7–4 · 64%too few to test
Taka16–10 · 62%5–4 · 56%too few to test
Vanessa11–15 · 42%5–3 · 62%too few to test
Jean9–3 · 75%10–6 · 62%too few to test
Jeffry9–11 · 45%3–2 · 60%too few to test
Eileen6–6 · 50%4–4 · 50%too few to test
Pai8–12 · 40%0–2 · 0%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.

131 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?

El Blaze

Career
456–419 · 52.1%
This season
205 matches · 55.1%
Peak rank
33

First hit in 54.5% of 818 rounds. Won 56.3% of the rounds they struck first, 49.7% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 61.0% of rounds, against 39.9% in their other rounds.
  • Against Wolf: attacks straight away in 59.2% of rounds, against 43.9% against everyone else.
  • After opening the round before by moving in: moves in first in 39.0% of rounds, against 25.3% after anything else.
  • When ahead: attacks straight away in 48.2% of rounds, against 33.1% when level or behind.
  • In round 1: opens with “9P+K Demon Dance into 9P+KK Demon's Tail” in 11.7% of rounds, against 3.6% in their other rounds.
  • Against Jacky: opens with “6P Shadow Strike” in 12.0% of rounds, against 3.2% against everyone else.

How is this tested?

forward movement into punchP8510.3%
Demon Dance9P+K into Demon's Tail9P+KK465.6%
High-Speed Jab46P into Shouda46PP404.9%
punchP394.8%
Shadow Strike6P374.5%
Rolling Low Knuckle1P334.0%
forward dash into Low Drop Kick1K+G263.2%
evade up into crouch dash forward222.7%
Flame Toe Kick46PK into Inferno Savate46PKK212.6%
evade up into evade down161.9%
evade up into Volcano Upper4P+K151.8%
forward movement into Shadow Strike6P151.8%
Midday HeatKK into Combo Twilight GlowKKK141.7%
guardG141.7%
crouch dash forward into guardG131.6%

165 further openings account for the other 385 rounds.

By stage type

Record against each character on walled and open stages, as El Blaze

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky13–8 · 62%5–2 · 71%too few to test
Goh6–7 · 46%5–3 · 62%too few to test
Sarah7–4 · 64%7–0 · 100%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 (32 here; about 1.6 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: 10 of 17 tests hold up
  • El Blaze: 6 of 15 tests hold up