VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

和那

Career matches9,989
Career win rate26.1%
Round win rate41.1%
Peak rank23
Distinct opponents227
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1236 #3,342 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

Aoi239,9892,6037,38626.1%

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

1,315 of 2,000 rounds counted

6.3 inputs a second (377 a minute) this season. Faster than 25% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.33771,315

By opponent's character

Jacky6.3376150
Akira6.3379195
Sarah6.2373130
Shun6.5388109
Aoi6.036085
Jeffry6.237094
Pai6.538856
Wolf6.237033
Lion6.338058
El Blaze6.237453
Kage6.538752
Lau6.136847
Lei Fei6.036126
Vanessa6.338053
Brad6.538745
Jean6.438556
Taka6.237133
Eileen6.036311
Goh6.237325
Dural5.73424

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

Jacky67234434.3%+1.5
Akira61204132.8%-3.8
Sarah45182740.0%+5.7
Shun38152339.5%-0.5
Aoi33141942.4%+7.6
Jeffry3182325.8%-6.8
Pai272257.4%-24.9
Wolf2671926.9%-5.9
Lion21101147.6%+15.7
El Blaze1881044.4%+9.7
Kage1881044.4%+8.3
Lau1841422.2%-16.5
Lei Fei1711664.7%+29.6
Vanessa1731417.6%-21.9
Brad168850.0%+17.4
Jean157846.7%+13.1
Taka145935.7%+9.4
Eileen111109.1%-25.2
Goh92722.2%-12.4
Dural1010.0%-26.0

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

Full Fence66224433.3%-1.6
Breakable Full Fence63234036.5%+1.3
Rectangle62243838.7%+5.0
Single Wall52124023.1%-14.5
Half Fence51213041.2%+8.1
Low Fence46153132.6%-1.8
Octagon42132930.9%-2.4
Breakable Half Fence41132831.7%-1.3
Open3392427.3%-10.3
Full Fence and Open2391439.1%+2.7

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
Walls32535.7%34.2%+1.5
No walls13127.5%35.6%-8.2

Walls against open: +9.6 points (95% range -0.2 to +19.4), p 0.054 — 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

maeK55 (Rank 18)2026/08/2474357.1%
Crippler08r (Rank 21)2026/08/0542250.0%
kota_mofumofu (Rank 21)2026/08/0551420.0%
neco (Rank 21)2026/08/051661037.5%
yasai (Rank 21)2026/08/0363350.0%
kanreki-jijii (Rank 22)2026/07/3051420.0%
makmak_80 (Rank 23)2026/07/2954180.0%
たかティン (Rank 22)2026/07/2394544.4%
CHASER (Rank 22)2026/07/2062433.3%
omuretukun (Rank 22)2026/07/1061516.7%
たくん (Rank 21)2026/06/26660100.0%
いそじぇい (Rank 24)2026/06/2051420.0%
ゆうすけ (Rank 24)2026/06/2083537.5%
エルポー$ (Rank 23)2026/06/19124833.3%
Mon3tr (Rank 23)2026/06/1843175.0%
Torao0614 (Rank 21)2026/06/1751420.0%
てんと (Rank 24)2026/06/1553260.0%
taka539 (Rank 23)2026/06/1552340.0%
けーすけ (Rank 21)2026/06/1463350.0%
ひで (Rank 22)2026/06/1441325.0%
Dragon_Lee24 (Rank 23)2026/06/0872528.6%
ArZmkQL96G (Rank 19)2026/06/086060.0%
桃之助 (Rank 22)2026/06/0351420.0%
golden_r634 (Rank 21)2026/05/1162433.3%
すずもも (Rank 22)2026/03/3063350.0%

Round openings

Aoi

Career
2,603–7,386 · 26.1%
This season
503 matches · 34.6%
Peak rank
23

First hit in 52.3% of 1,983 rounds. Won 43.2% of the rounds they struck first, 38.9% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 52.5% of rounds, against 24.7% in their other rounds.
  • On Single Wall stages: waits first in 39.9% of rounds, against 30.3% on the other stages.
  • After winning a round: backs off first in 19.3% of rounds, against 12.1% after losing one.
  • When ahead: waits first in 29.0% of rounds, against 22.6% when level or behind.
  • In round 1: opens with “G guard into evade down” in 18.3% of rounds, against 5.8% in their other rounds.
  • Against Jeffry: opens with “G guard into P+K+G Tenchi In'you” in 9.4% of rounds, against 3.3% against everyone else.

How is this tested?

guardG into evade down1798.9%
kickK984.9%
guardG into Tenchi In'youP+K+G733.6%
backdash into guardG693.4%
kickK into ChienamiKK683.4%
evade down into guardG673.3%
punchP542.7%
guardG into Kusanagi2K+G442.2%
Ouda6P+K371.8%
Sou'unha66K into Kumogeri6KK351.7%
guardG into crouch351.7%
guardG into evade up351.7%
backdash into evade down321.6%
ShigureK+G271.4%
guardG271.4%

291 further openings account for the other 1,127 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky15–28 · 35%6–12 · 33%too few to test
Akira16–30 · 35%1–8 · 11%too few to test
Sarah12–18 · 40%4–6 · 40%too few to test
Shun12–15 · 44%2–8 · 20%too few to test
Aoi9–11 · 45%4–5 · 44%too few to test
Jeffry6–11 · 35%1–9 · 10%too few to test
Pai2–17 · 11%0–8 · 0%too few to test
Wolf4–16 · 20%2–2 · 50%too few to test
Lion7–8 · 47%2–1 · 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.

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 (17 here; about 0.9 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: 6 of 17 tests hold up