VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Aoi

うめの こうじ

  • Lau
  • Pai
Career matches1,855
Career win rate53.5%
Round win rate49.2%
Peak rank32
Distinct opponents139
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1539 #1,751 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

Aoi321,39275064253.9%
Lau3039420818652.8%
Pai2669353450.7%

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

1,208 of 1,406 rounds counted

7.1 inputs a second (427 a minute) this season. Faster than 49% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi7.1424813
Lau7.3439330
Pai6.639965

By opponent's character

Jacky7.3441216
Akira7.3440201
Wolf7.2430116
El Blaze6.9415108
Aoi6.941575
Jean7.343661
Kage7.142873
Vanessa6.639547
Pai7.142434
Goh7.042239
Lau7.544945
Lei Fei6.438246
Sarah6.740329
Jeffry7.343636
Brad7.544916
Lion6.03628
Shun6.941423
Taka6.639620
Eileen7.74646
Dural6.53919

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

Jacky59213835.6%-11.0
Akira55361965.5%+19.0
Wolf31112035.5%-16.5
El Blaze30111936.7%-11.6
Aoi2113861.9%+13.8
Jean1861233.3%-11.2
Kage179852.9%+8.8
Vanessa169756.2%+16.2
Pai1441028.6%-20.5
Goh138561.5%+5.7
Lau118372.7%+15.8
Lei Fei105550.0%+2.1
Sarah103730.0%-12.8
Jeffry96366.7%+23.6
Brad71614.3%-33.2
Lion73442.9%-7.8
Shun64266.7%+8.9
Taka54180.0%+26.4
Eileen43175.0%+29.6
Dural2020.0%-57.2

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 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

Single Wall50262452.0%+1.7
Low Fence35142140.0%-7.9
Octagon35142140.0%-8.1
Full Fence33161748.5%+2.0
Breakable Full Fence32161650.0%+6.0
Breakable Half Fence30151550.0%+3.2
Rectangle30141646.7%-7.1
Half Fence28111739.3%-6.2
Open28141450.0%+4.2
Full Fence and Open1910952.6%-0.8

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
Walls18845.7%47.3%-1.6
No walls11347.8%48.4%-0.6

Walls against open: -0.9 points (95% range -12.3 to +10.4), p 0.870 — 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

太鼓の別人@稲刈準備中 (Rank 31)2026/10/1672528.6%
入れ込むかもしれない (Rank 30)2026/10/1142250.0%
yamaneko (Rank 33)2026/10/1152340.0%
鳩男 (Rank 30)2026/10/1041325.0%
fwnd1396 (Rank 34)2026/10/044040.0%
ATSHSHI (Rank 32)2026/09/2841325.0%
おるが@のびしろF (Rank 30)2026/09/18102820.0%
Bird-Tat (Rank 32)2026/09/1865183.3%
浅川サナタ@ようつべ (Rank 33)2026/09/1641325.0%
役小角 (Rank 31)2026/09/1593633.3%
tamaneen (Rank 27)2026/09/1475271.4%
タマ@鳴潮民 (Rank 28)2026/09/1272528.6%
佐藤です (Rank 34)2026/08/3041325.0%
pinturicchio (Rank 29)2026/08/3063350.0%
VanWinkle (Rank 32)2026/08/2363350.0%
マクシミリアン15世 (Rank 34)2026/08/051971236.8%
やまだ.com (Rank 35)2026/08/054040.0%
カイMk.2 (Rank 33)2026/08/0342250.0%
nanami.madogiwa (Rank 33)2026/08/0262433.3%
けいすけ新宿 (Rank 34)2026/08/0294544.4%
タイヨウ (Rank 31)2026/08/0232166.7%
ズサ齋藤 (Rank 26)2026/07/0341325.0%
うめおに。 (Rank 30)2026/05/3074357.1%
Agito (Rank 27)2026/05/1543175.0%
あゆむ (Rank 10)2026/05/0641325.0%

Round openings

Every character

guardG into throw escape1269.4%
backdash into evade down695.2%
backdash into Sou'unha66K473.5%
Chudan Hiji'ate6P362.7%
backdash into throw escape362.7%
Sou'unha66K352.6%
backdash into evade up352.6%
backdash into throwP+G312.3%
Shakashou3P251.9%
Ouda6P+K241.8%
Senchutai into guardG231.7%
throw escape231.7%
crouch dash forward into throwP+G221.6%
Ouda6P+K into punchP211.6%
Senchutai3K181.3%

253 further openings account for the other 768 rounds.

Counted from 327 of the 345 matches played. The rest were not pulled for openings.

Aoi

Career
750–642 · 53.9%
This season
248 matches · 47.2%
Peak rank
32

First hit in 50.4% of 924 rounds. Won 51.1% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 48.7% of rounds, against 31.5% in their other rounds.
  • After opening the round before by backing off: backs off first in 39.1% of rounds, against 27.2% after anything else.
  • After winning a round: evades first in 5.3% of rounds, against 0.6% after losing one.
  • In round 3: opens with “G guard into throw escape” in 13.7% of rounds, against 8.8% in their other rounds.

How is this tested?

guardG into throw escape9410.0%
backdash into evade down545.7%
backdash into Sou'unha66K475.0%
Chudan Hiji'ate6P363.8%
Sou'unha66K353.7%
backdash into throw escape293.1%
backdash into evade up283.0%
backdash into throwP+G272.9%
Ouda6P+K242.5%
Ouda6P+K into punchP212.2%
crouch dash forward into throwP+G181.9%
backdash into Namigaeshi64P+K171.8%
backdash into Raijinha6K171.8%
Maegeri3K into guardG151.6%
Kusanagi2K+G141.5%

153 further openings account for the other 465 rounds.

Counted from 230 of the 248 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
Jacky7–15 · 32%7–11 · 39%too few to test
Akira12–9 · 57%4–2 · 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.

18 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?

Lau

Career
208–186 · 52.8%
This season
80 matches · 53.8%
Peak rank
30

First hit in 41.5% of 328 rounds. Won 52.9% of the rounds they struck first, 53.6% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 43.8% of rounds, against 25.6% in their other rounds.
  • In round 4 or later: opens with “3K Senchutai into G guard” in 12.1% of rounds, against 4.2% in their other rounds.

How is this tested?

Shakashou3P257.6%
guardG into throw escape247.3%
Senchutai3K into guardG216.4%
Senchutai3K185.5%
backdash into evade down144.2%
Chugeki6P133.9%
backdash into Sako Soushou4P+K133.9%
Kosoushou46P123.6%
backdash into Kosoushou46P92.7%
backdash into Senchutai3K72.1%
throw escape72.1%
backdash into Junho Chushou33P61.8%
backdash into throw escape61.8%
Fukko Kensou1P into guardG51.5%
backdash into Gako Choushitsu6K51.5%

83 further openings account for the other 145 rounds.

Pai

Career
35–34 · 50.7%
This season
17 matches · 29.4%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into throw escape811.8%
forward movement into punchP68.8%
punchP45.9%
Hi'en Tankyaku9K34.4%
backdash into evade up34.4%
guardG into punchP34.4%
throw escape34.4%
Senchutai3K into guardG22.9%
backdash into Ensei Toukyaku46K22.9%
crouch dash forward into throw escape22.9%
Danshitsu6K11.5%
Danshitsu6K into forward dash11.5%
Ensei Touku Haikyaku66K+G11.5%
Ensei Toukyaku46K11.5%
Hi'en Tankyaku9K into guardG11.5%

27 further openings account for the other 27 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 (28 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

  • Aoi: 4 of 15 tests hold up
  • Lau: 2 of 13 tests hold up
  • Pai: not tested (too few rounds)