VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

makoto.qo.op

Career matches4,369
Career win rate31.4%
Round win rate42.5%
Peak rank24
Distinct opponents205
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1213 #3,403 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

Aoi244,3691,3732,99631.4%

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

2,641 of 3,224 rounds counted

6.8 inputs a second (410 a minute) this season. Faster than 41% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.84102,641

By opponent's character

Akira6.6394367
Jacky6.5388210
Wolf7.3439200
Aoi6.9415184
Sarah6.7402160
Lion6.8409176
El Blaze7.0419155
Jeffry7.1424141
Goh6.7402107
Jean6.7401109
Lau6.9413126
Pai6.9414124
Shun7.2430115
Kage7.142799
Lei Fei7.142761
Taka7.041787
Brad6.539176
Eileen6.538874
Vanessa6.740255
Dural6.438215

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

Akira118457338.1%-2.0
Jacky75235230.7%-0.2
Wolf66204630.3%-2.6
Aoi56203635.7%+2.9
Sarah54163829.6%-1.8
Lion49242549.0%+5.1
El Blaze48173135.4%+4.1
Jeffry42113126.2%-5.7
Goh39152438.5%+9.4
Jean39162341.0%+8.2
Lau37122532.4%-5.6
Pai37152240.5%+3.0
Shun34112332.4%-14.0
Kage28111739.3%+1.8
Lei Fei2772025.9%-2.0
Taka25101540.0%-6.9
Brad2112957.1%+12.1
Eileen2071335.0%-6.0
Vanessa148657.1%+8.6
Dural4040.0%-17.8

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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 Fence94316333.0%-0.9
Low Fence93405343.0%+3.6
Rectangle89286131.5%-9.2
Breakable Half Fence86275931.4%+0.4
Half Fence86256129.1%-3.4
Single Wall79285135.4%-1.9
Full Fence75383750.7%+12.8
Octagon71244733.8%-5.6
Open68274139.7%+5.1
Full Fence and Open35142140.0%+6.4

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
Walls50134.5%35.6%-1.0
No walls24039.6%37.6%+2.0

Walls against open: -3.0 points (95% range -10.7 to +4.6), p 0.438 — 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

Fuji-Atsuka (Rank 21)2026/10/181311284.6%
dalmax72 (Rank 22)2026/10/1440172342.5%
はおいー先生 (Rank 22)2026/10/1192722.2%
富美 (Rank 22)2026/10/11128466.7%
sk901 (Rank 21)2026/10/102219386.4%
AiokometeZ (Rank 24)2026/10/071651131.2%
yasai (Rank 23)2026/10/071981142.1%
みらめたる (Rank 21)2026/10/05146842.9%
TAIDADA (Rank 25)2026/09/29100100.0%
neco (Rank 23)2026/09/24105550.0%
ShieldHolder (Rank 26)2026/09/0473442.9%
kinoppy0126 (Rank 22)2026/08/26138561.5%
紫荆一头牛 (Rank 25)2026/08/18112918.2%
pposic2 (Rank 24)2026/07/30113827.3%
失礼!スマッシュ☆彡 (Rank 25)2026/07/2991811.1%
Mon3tr (Rank 21)2026/07/2573442.9%
ブリブリ飯店堺店 (Rank 23)2026/07/1092722.2%
chimichama (Rank 21)2026/07/0895455.6%
9779797 (Rank 25)2026/07/0871614.3%
ASSERT(m_pThink); (Rank 21)2026/06/23127558.3%
daisan (Rank 21)2026/06/13112918.2%
zxyzguy (Rank 24)2026/06/13100100.0%
TigerMask (Rank 21)2026/06/09107370.0%
あずぱら (Rank 24)2026/05/1371614.3%
Penoco (Rank 22)2026/05/058080.0%

Round openings

Aoi

Career
1,373–2,996 · 31.4%
This season
833 matches · 36.0%
Peak rank
24

First hit in 51.6% of 2,937 rounds. Won 43.4% of the rounds they struck first, 41.0% of the rounds they were struck first.

Significant Tells

  • After the opponent opened the round before by moving in: waits first in 4.0% of rounds, against 0.8% after anything else.
  • In round 1: opens with “P+K+G Tenchi In'you” in 33.5% of rounds, against 20.1% in their other rounds.
  • Against Brad: opens with “K kick” in 12.1% of rounds, against 3.5% against everyone else.
  • After opening the round before with “P+K+G Tenchi In'you”: opens with “6P Chudan Hiji'ate into 6PP Tsumujisakura” in 39.0% of rounds, against 18.0% after anything else.
  • After losing a round: opens with “K kick” in 5.2% of rounds, against 2.7% after winning one.
  • When ahead: opens with “P+K+G Tenchi In'you” in 22.6% of rounds, against 18.3% when level or behind.
  • After being hit first in the round before: opens with “6P Chudan Hiji'ate into 6PP Tsumujisakura” in 27.5% of rounds, against 19.0% after landing the first hit.

How is this tested?

Tenchi In'youP+K+G70223.5%
Chudan Hiji'ate6P into Tsumujisakura6PP68222.8%
Kusanagi2K+G into throwP+G43814.7%
Kusanagi2K+G into throw escape1123.8%
kickK1093.6%
Kamageri4K923.1%
Ouda6P+K into Oushu Hiji'ate6P+KP842.8%
throwP+G732.4%
Ougimai4P581.9%
Raijinha6K into Tenraitsui6KP581.9%
punchP into NirentotsuPP571.9%
Shizuriyuki6K+G481.6%
punchP391.3%
Ougimai4P into Ougimai~Tachikaze4PK371.2%
Hou'oushu3P341.1%

101 further openings account for the other 363 rounds.

Counted from 768 of the 833 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
Akira22–36 · 38%6–17 · 26%too few to test
Jacky9–33 · 21%9–11 · 45%too few to test
Wolf13–29 · 31%4–14 · 22%too few to test
Aoi17–23 · 42%1–8 · 11%too few to test
Sarah7–17 · 29%7–14 · 33%too few to test
El Blaze8–18 · 31%7–6 · 54%too few to test
Lion9–13 · 41%6–7 · 46%too few to test
Goh8–17 · 32%5–5 · 50%too few to test
Jean9–14 · 39%4–4 · 50%too few to test
Lau8–14 · 36%4–6 · 40%too few to test
Pai9–14 · 39%5–3 · 62%too few to test
Jeffry6–16 · 27%4–5 · 44%too few to test
Shun7–17 · 29%3–3 · 50%too few to test
Lei Fei5–12 · 29%0–6 · 0%too few to test
Kage7–10 · 41%4–2 · 67%too few to test
Taka7–10 · 41%3–5 · 38%too few to test
Eileen2–6 · 25%5–5 · 50%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.

65 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 (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: 7 of 16 tests hold up