VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

Tamburlaine

  • Goh
Career matches2,013
Career win rate43.8%
Round win rate49.5%
Peak rank26
Distinct opponents79
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1407 #2,618 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

Aoi261,62772790044.7%
Goh2233614219442.3%
Shun—50133726.0%

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

672 of 1,237 rounds counted

5.9 inputs a second (356 a minute) this season. Faster than 17% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.8351422
Goh6.1366250

By opponent's character

Akira6.0358102
Pai6.237164
Jeffry5.834657
Jean5.834660
Sarah5.835164
Aoi5.835135
Wolf6.036310
Shun6.338120
Vanessa5.935346
Eileen6.136663
Kage5.834816
Goh6.136836
Jacky5.834727
Lau5.93578
Lion5.633415
Brad5.83497
Lei Fei6.035920
Taka6.035722

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

Akira36181850.0%-5.7
Pai31141745.2%-1.9
Jeffry27151255.6%+16.6
Jean2114766.7%+24.3
Sarah2112957.1%+18.9
Aoi2071335.0%-2.5
Wolf1991047.4%-10.2
Shun1871138.9%-11.1
Vanessa1871138.9%-17.1
Eileen157846.7%-10.0
Kage159660.0%+2.6
Goh148657.1%+6.9
Jacky103730.0%-1.1
Lau93633.3%-14.8
Lion93633.3%-3.0
El Blaze81712.5%-35.0
Brad660100.0%+30.6
Lei Fei63350.0%-10.9
Taka62433.3%+4.2

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

Breakable Half Fence40211952.5%+5.6
Half Fence39162341.0%-6.5
Breakable Full Fence36191752.8%+6.4
Single Wall34142041.2%-4.0
Full Fence33201360.6%+11.1
Low Fence2992031.0%-15.2
Octagon24111345.8%-9.5
Rectangle2061430.0%-18.8
Open1991047.4%+4.2
Full Fence and Open1310376.9%+26.0

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19248.4%48.7%-0.3
No walls8239.0%44.4%-5.4

Walls against open: +5.1 points (95% range -7.9 to +18.1), p 0.441 — 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

ulilb1ckard (Rank 26)2026/10/18660100.0%
Twonny (Rank 26)2026/10/17104640.0%
LuBuMBX (Rank 27)2026/08/0451420.0%
我老婆最乖 (Rank 23)2026/06/2962433.3%
DJBustANut (Rank 23)2026/06/1773442.9%
NoOneSpecific (Rank 29)2026/06/1772528.6%
bigboss25189 (Rank 23)2026/06/1462433.3%
OmegaBankai (Rank 26)2026/06/1494544.4%
The8thOne (Rank 26)2026/06/13104640.0%
CeMoi3333 (Rank 24)2026/06/13101910.0%
fivey70 (Rank 25)2026/06/13116554.5%
DatDemo (Rank 28)2026/06/1284450.0%
BobbyBlack (Rank 26)2026/06/0654180.0%
Garou_7 (Rank 21)2026/06/06118372.7%
LazyUri365 (Rank 23)2026/05/2784450.0%
RoperBand (Rank 27)2026/05/06106460.0%
Clipz4Reelz (Rank 21)2026/05/0685362.5%
THEWEIAND (Rank 29)2026/05/0594544.4%
BlockSwift (Rank 21)2026/05/0565183.3%
tx_tofu (Rank 26)2026/04/2652340.0%
TOKA222 (Rank 23)2026/04/2652340.0%
knowxscape (Rank 25)2026/04/2664266.7%
lflstrucking (Rank 22)2026/03/3151420.0%
黒MasteRVulcaN亀 (Rank 24)2026/03/3185362.5%
rjsicklau12 (Rank 24)2026/03/3151420.0%

Round openings

Every character

punchP into ShougerigasanePK14912.9%
Tenchi In'youP+K+G948.1%
backdash into guardG897.7%
punchP847.3%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G716.1%
evade up393.4%
Ouda6P+K into Oushu Hiji'ate6P+KP373.2%
evade up into guardG262.2%
throwP+G262.2%
throw escape252.2%
evade down into guardG232.0%
punchP into NirentotsuPP211.8%
guardG181.6%
backdash into Soushouda46P+K151.3%
guardG into crouch141.2%

154 further openings account for the other 425 rounds.

Counted from 290 of the 309 matches played. The rest were not pulled for openings.

Aoi

Career
727–900 · 44.7%
This season
208 matches · 51.9%
Peak rank
26

First hit in 49.3% of 753 rounds. Won 52.8% of the rounds they struck first, 50.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

punchP into ShougerigasanePK14919.7%
Tenchi In'youP+K+G9412.4%
backdash into guardG607.9%
punchP516.7%
Ouda6P+K into Oushu Hiji'ate6P+KP374.9%
evade up into guardG263.4%
punchP into NirentotsuPP212.8%
throw escape162.1%
backdash into Soushouda46P+K152.0%
evade up141.9%
backdash into Tenchi In'youP+K+G131.7%
evade down into guardG121.6%
Tsukiashibarai1P111.4%
guardG111.4%
down-back punch+kick1P+K91.2%

89 further openings account for the other 219 rounds.

Counted from 189 of the 208 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
Pai7–10 · 41%4–4 · 50%too few to test
Jeffry11–12 · 48%2–0 · 100%too few to test
Akira6–6 · 50%1–6 · 14%too few to test
Sarah8–4 · 67%2–2 · 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.

19 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?

Goh

Career
142–194 · 42.3%
This season
101 matches · 39.6%
Peak rank
22

First hit in 40.1% of 394 rounds. Won 45.6% of the rounds they struck first, 43.6% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G7117.8%
punchP338.3%
backdash into guardG297.3%
evade up256.3%
throwP+G184.5%
backdash into Karura4P+K123.0%
evade down into guardG112.8%
crouch into Sune'uchi2P102.5%
throw escape92.3%
backdash into Jibishou3P+K82.0%
guardG into Sune'uchi2P82.0%
Kokuryusatsu Ichi46P+K into Kokuryusatsu Ni46P+KP71.8%
Sune Kudaki43P71.8%
guardG71.8%
guardG into crouch71.8%

69 further openings account for the other 136 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: 0 of 15 tests hold up
  • Goh: 0 of 13 tests hold up