VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

Nohpex

  • Wolf
Career matches6,847
Career win rate41.6%
Round win rate48.2%
Peak rank24
Distinct opponents65
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1373 #2,789 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

Aoi246,6522,7663,88641.6%
Taka—121517042.1%
Wolf1974294539.2%

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

653 of 1,093 rounds counted

5.3 inputs a second (316 a minute) this season. Faster than 5% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.2315523
Wolf5.4322130

By opponent's character

Sarah5.130486
Jacky5.633430
Lei Fei5.231584
Pai5.633429
Jean5.533246
Vanessa5.331892
Lau5.230940
Brad5.231120
Goh5.231134
Shun5.532849
Kage5.331714
Aoi4.828935
Lion5.231338
El Blaze5.935422
Taka4.627512
Akira5.331715
Eileen5.63347

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

Sarah2691734.6%-9.3
Jacky25111444.0%-6.7
Lei Fei2591636.0%-12.6
Pai25101540.0%-6.0
Jean2391439.1%-0.3
Vanessa2318578.3%+34.1
Lau22101245.5%+1.1
Brad1951426.3%-27.4
Goh159660.0%-1.2
Shun127558.3%+11.8
Kage107370.0%+15.7
Aoi93633.3%-6.0
Lion92722.2%-4.2
Jeffry63350.0%+10.5
El Blaze52340.0%-6.3
Taka53260.0%+15.9
Akira440100.0%+46.3
Eileen32166.7%+10.0
Wolf31233.3%+12.7

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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

Octagon37191851.4%+6.3
Breakable Half Fence32122037.5%-5.5
Full Fence and Open31151648.4%+1.7
Low Fence31151648.4%-1.6
Single Wall2491537.5%-2.6
Open2314960.9%+16.6
Breakable Full Fence2191242.9%-9.3
Half Fence21101147.6%-1.7
Rectangle2091145.0%-1.4
Full Fence1881044.4%-2.3

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14945.0%46.5%-1.6
No walls7848.7%45.5%+3.2

Walls against open: -4.8 points (95% range -18.4 to +8.9), p 0.496 — 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

S_C_H_T_O_M_P (Rank 25)2026/09/14117463.6%
#Dr.Hugbox™ (Rank 25)2026/09/141431121.4%
ShakaZulu1 (Rank 22)2026/09/1452340.0%
Dblock7281 (Rank 16)2026/09/1454180.0%
mobo2000 (Rank 22)2026/08/1783537.5%
thedriver (Rank 21)2026/07/0742250.0%
Kaashif (Rank 23)2026/07/0753260.0%
DDRMONKEY (Rank 24)2026/07/044040.0%
Auvii (Rank 25)2026/07/0354180.0%
rjsicklau12 (Rank 26)2026/06/2951420.0%
PeerC001 (Rank 24)2026/06/2852340.0%
mouzzapaella (Rank 26)2026/06/2841325.0%
slashsSSGW (Rank 25)2026/06/2751420.0%
xawesomeness2 (Rank 17)2026/06/251512380.0%
RebornChampion (Rank 22)2026/06/2551420.0%
The8thOne (Rank 23)2026/05/111221016.7%
2ScoopsOfFace (Rank 24)2026/05/1151420.0%
calmbounty (Rank 3)2026/05/11440100.0%
bighorny (Rank 26)2026/05/1153260.0%
fivey70 (Rank 24)2026/05/116060.0%
Johllt (Rank 21)2026/05/06126650.0%
2Cent (Rank 23)2026/05/04113827.3%
Dalinar (Rank 21)2026/04/1552340.0%
Rthg (Rank 21)2026/04/12107370.0%
HangryMunch (Rank 25)2026/04/1261516.7%

Round openings

Every character

Tenchi In'youP+K+G645.9%
crouch into Tsukiashibarai1P635.8%
crouch into Gedan Shouda2P575.2%
backdash into evade up393.6%
Kusanagi2K+G into Tenchi In'youP+K+G353.2%
Kusanagi2K+G into down punch+kick+guard2P+K+G282.6%
Ryusen3P+K into Ryusen Soushou39P+KP262.4%
Ogamigeri4K+G232.1%
crouch into Hou'oushu3P232.1%
Chudan Hiji'ate6P222.0%
crouch into Low Hammer2P222.0%
Ryusen3P+K into backward movement211.9%
Jousei Ryusenshou214P+K171.6%
backdash into throw escape161.5%
Ouda6P+K141.3%

231 further openings account for the other 623 rounds.

Aoi

Career
2,766–3,886 · 41.6%
This season
236 matches · 43.6%
Peak rank
24

First hit in 47.8% of 959 rounds. Won 53.9% of the rounds they struck first, 40.1% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 27.5% of rounds, against 15.1% in their other rounds.
  • Against Jacky: evades first in 15.6% of rounds, against 5.0% against everyone else.
  • In round 1: opens with “backdash into evade up” in 7.6% of rounds, against 2.1% in their other rounds.

How is this tested?

Tenchi In'youP+K+G646.7%
crouch into Tsukiashibarai1P636.5%
crouch into Gedan Shouda2P575.9%
Kusanagi2K+G into Tenchi In'youP+K+G353.6%
backdash into evade up333.4%
Kusanagi2K+G into down punch+kick+guard2P+K+G282.9%
Ryusen3P+K into Ryusen Soushou39P+KP262.7%
Ogamigeri4K+G232.4%
crouch into Hou'oushu3P232.4%
Chudan Hiji'ate6P222.3%
Ryusen3P+K into backward movement212.2%
Jousei Ryusenshou214P+K171.8%
backdash into throw escape161.7%
Ouda6P+K141.4%
Ouda6P+K into Oushu Hiji'ate6P+KP131.4%

180 further openings account for the other 508 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky7–13 · 35%2–1 · 67%too few to test
Lei Fei5–11 · 31%2–2 · 50%too few to test
Pai6–5 · 55%3–4 · 43%too few to test
Sarah5–8 · 38%2–5 · 29%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?

Wolf

Career
29–45 · 39.2%
This season
33 matches · 63.6%
Peak rank
19

First hit in 69.5% of 128 rounds. Won 57.3% of the rounds they struck first, 61.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Low Hammer2P2216.9%
punchP into Jab StraightPP96.9%
backdash into Short Shoulder46P+K64.6%
backdash into evade up64.6%
Arrow Knuckle3P into punchP53.9%
Jab StraightPP into One Two UpperPPP53.9%
backdash into Body Blow6P43.1%
backdash into Wolves' Lariat466P43.1%
crouch into Low Drop Kick62K43.1%
Body Blow6P into Dragonfish Blow6PP32.3%
Comet Hook1P into Knuckle Part1PP32.3%
Arrow Knuckle3P21.5%
Knee Lift6K21.5%
backdash into Comet Hook1P21.5%
backdash into Death ScytheK+G21.5%

45 further openings account for the other 51 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 (15 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: 3 of 15 tests hold up
  • Wolf: not tested (too few rounds)