VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Aoi

apexth0072

  • Jacky
  • Akira
Career matches2,550
Career win rate54.5%
Round win rate54.0%
Peak rank38
Distinct opponents108
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1606 #1,306 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

Aoi382,1681,18098854.4%
Jacky2925713712053.3%
Akira26125735258.4%

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

1,691 of 1,691 rounds counted

9.5 inputs a second (572 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi9.45621,107
Jacky9.9593546
Akira9.556838

By opponent's character

Akira9.8586305
Vanessa8.9533234
Jacky10.0602212
Jean9.1546189
Wolf9.9597129
Jeffry9.9593120
Sarah9.557186
Lei Fei9.556879
Kage9.456554
Goh9.054149
Lion9.758438
Lau9.757936
Aoi9.557030
Eileen9.456726
Dural8.751921
Pai10.462519
Taka10.462421
El Blaze9.557216
Brad10.864613
Shun8.852814

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

Akira80433753.8%+2.7
Vanessa61372460.7%-1.1
Jacky52331963.5%+3.2
Jean45252055.6%-6.0
Wolf33201360.6%+6.2
Jeffry31191261.3%+4.0
Sarah21111052.4%-6.5
Lei Fei2013765.0%+10.5
Kage146842.9%-8.7
Goh117463.6%+7.5
Lion104640.0%-13.8
Lau97277.8%+16.3
Aoi86275.0%+10.1
Eileen63350.0%+4.6
Dural53260.0%-4.2
Pai53260.0%+0.5
Taka52340.0%-41.9
El Blaze42250.0%-19.5
Brad31233.3%-16.5
Shun3030.0%-41.1

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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 Fence73393453.4%-6.3
Octagon52262650.0%-8.4
Single Wall50302060.0%+4.3
Breakable Full Fence46291763.0%+6.2
Open42241857.1%+0.9
Rectangle38221657.9%+1.8
Half Fence31181358.1%+2.1
Low Fence29141548.3%-10.4
Full Fence27171063.0%-1.3
Full Fence and Open1614287.5%+33.1

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls26756.6%58.1%-1.6
No walls12156.2%56.7%-0.5

Walls against open: -1.1 points (95% range -12.1 to +9.9), p 0.842 — 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

ミスタートンカチ (Rank 26)2026/08/28103730.0%
gimoring (Rank 29)2026/08/28116554.5%
しゅが~nsr (Rank 26)2026/08/2821111052.4%
Gun-Interceptor (Rank 28)2026/08/28117463.6%
mmmsm (Rank 30)2026/08/28116554.5%
μ (Rank 27)2026/08/27440100.0%
tawava (Rank 31)2026/08/27107370.0%
방가방가 (Rank 32)2026/08/2787187.5%
Melt (Rank 32)2026/08/2794544.4%
ManEater (Rank 40)2026/08/2731171454.8%
fwnd1396 (Rank 34)2026/08/2742250.0%
orz (Rank 27)2026/08/2663350.0%
★闘将拉麵男★ (Rank 38)2026/08/251510566.7%
Θ (Rank 34)2026/08/2551420.0%
ヘニオ (Rank 35)2026/08/2564266.7%
calmknight[냠냠] (Rank 31)2026/08/2576185.7%
막창 (Rank 36)2026/08/2564266.7%
けいすけ新宿 (Rank 32)2026/08/172112957.1%
nanami.madogiwa (Rank 34)2026/08/17102820.0%
マンジャロ打ちたい (Rank 34)2026/08/171913668.4%
Koromo (Rank 33)2026/08/0552340.0%
ねこまじん (Rank 32)2026/08/0564266.7%
BigBoin (Rank 33)2026/08/05129375.0%
太鼓の別人@夏Bonus無し (Rank 33)2026/08/0551420.0%
maripon (Rank 29)2026/07/141813572.2%

Round openings

Every character

crouch into Gedan Shouda2P1086.4%
backdash into Ougimai4P935.5%
crouch into Squat Straight2P844.9%
Sou'unha66K834.9%
backdash into evade down774.5%
Hou'oushu3P into guardG362.1%
backdash into Spin Heel Sword4K+G342.0%
Hou'oushu3P331.9%
Ryoushi43P into guardG271.6%
forward movement into punchP261.5%
evade up into crouch dash forward241.4%
backdash into Maegeri3K231.4%
forward dash into forward punch+kick+guard6P+K+G231.4%
backdash into Uzumaki Shutou44P211.2%
Ouda6P+K191.1%

341 further openings account for the other 988 rounds.

Aoi

Career
1,180–988 · 54.4%
This season
285 matches · 57.5%
Peak rank
38

First hit in 56.7% of 1,084 rounds. Won 58.7% of the rounds they struck first, 49.2% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 18.6% of rounds, against 10.6% in their other rounds.
  • Against Jean: attacks straight away in 49.7% of rounds, against 34.8% against everyone else.
  • After the opponent opened the round before by attacking: attacks straight away in 47.2% of rounds, against 32.3% after anything else.
  • After winning a round: moves in first in 19.5% of rounds, against 10.4% after losing one.
  • When ahead: moves in first in 18.9% of rounds, against 11.4% when level or behind.
  • In round 4 or later: opens with “backdash into evade down” in 7.0% of rounds, against 3.0% in their other rounds.
  • Against Jean: opens with “66K Sou'unha” in 15.6% of rounds, against 6.2% against everyone else.
  • On Single Wall stages: opens with “backdash into 4P Ougimai” in 15.2% of rounds, against 7.3% on the other stages.

How is this tested?

crouch into Gedan Shouda2P1089.7%
backdash into Ougimai4P938.3%
Sou'unha66K837.4%
backdash into evade down444.0%
Hou'oushu3P into guardG363.2%
Hou'oushu3P333.0%
Ryoushi43P into guardG272.4%
backdash into Maegeri3K232.1%
forward dash into forward punch+kick+guard6P+K+G232.1%
backdash into Uzumaki Shutou44P211.9%
Ouda6P+K191.7%
backdash into Soushouda46P+K191.7%
crouch dash forward into Hou'oushu3P191.7%
Tenchi In'youP+K+G171.5%
evade down into Sou'unha66K171.5%

197 further openings account for the other 533 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira22–21 · 51%9–7 · 56%too few to test
Vanessa14–10 · 58%8–4 · 67%too few to test
Jean16–9 · 64%3–4 · 43%too few to test
Jacky15–5 · 75%5–3 · 62%too few to test
Jeffry7–5 · 58%5–4 · 56%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?

Jacky

Career
137–120 · 53.3%
This season
132 matches · 56.8%
Peak rank
29

First hit in 53.9% of 546 rounds. Won 59.9% of the rounds they struck first, 44.8% of the rounds they were struck first.

Significant Tells

  • Against Jacky: backs off first in 50.0% of rounds, against 32.6% against everyone else.

How is this tested?

crouch into Squat Straight2P8415.4%
backdash into Spin Heel Sword4K+G346.2%
backdash into evade down325.9%
backdash into Low Spin Kick1K+G173.1%
forward movement into Jab Double StraightPPP162.9%
Low Spin Kick1K+G132.4%
evade up into crouch dash forward112.0%
forward movement into punchP101.8%
backdash into Long Stride Back Knuckle4P+K91.6%
backdash into Spinning Back Knuckle4P91.6%
Slide Shuffle (Deflect)4P+K+G into crouch81.5%
Jab StraightPP into Jab Double StraightPPP71.3%
Slide Shuffle (Deflect)4P+K+G71.3%
Slide Shuffle (Deflect)4P+K+G into Beat KnuckleP+K71.3%
backdash into Rage Kick1PK71.3%

133 further openings account for the other 275 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky9–9 · 50%4–2 · 67%too few to test
Wolf7–1 · 88%5–6 · 45%too few to test
Vanessa7–9 · 44%4–1 · 80%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?

Akira

Career
73–52 · 58.4%
This season
9 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Fukko3K+GP+K821.1%
crouch into Housui2P410.5%
Rimon Chouchu66P25.3%
Rimon Chouchu66P into backdash25.3%
Rimon Chouchu66P into backward movement25.3%
backdash into Chouzan Housui46P+K25.3%
backdash into Satei3K+G25.3%
backward movement into Fukko3K+GP+K25.3%
backdash into Goko Shutsudou3K+GP12.6%
backdash into evade down12.6%
crouch dash back into Kenhou6KP12.6%
crouch dash forward into evade down12.6%
evade down into Jouho Senshou46P12.6%
evade down into Jouho Touken6P12.6%
evade down into Rimon Chouchu66P12.6%

7 further openings account for the other 7 rounds.

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 (30 here; about 1.5 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
  • Jacky: 1 of 15 tests hold up
  • Akira: not tested (too few rounds)