VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Aoi

hijunglove

  • Jeffry
  • Wolf
  • Akira
  • Jacky
  • Sarah
Career matches1,446
Career win rate49.4%
Round win rate49.9%
Peak rank25
Distinct opponents259
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1274 #3,226 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

Aoi2588336651741.5%
Jeffry2528917711261.2%
Wolf23121695257.0%
Jacky2372482466.7%
Akira2056342260.7%
Sarah202520580.0%

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

2,584 of 2,588 rounds counted

6.8 inputs a second (408 a minute) this season. Faster than 40% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.53931,440
Jeffry7.1428559
Wolf6.5388254
Akira8.0483146
Jacky7.2433129
Sarah7.142656

By opponent's character

Akira6.6396401
Jacky6.7403248
Sarah6.6395227
Shun7.2430206
Lau6.7401182
Kage6.7400166
Pai7.0423158
Jeffry6.9414155
Aoi6.6396131
Brad6.8406121
Goh7.4442120
Lion6.639679
Jean6.337581
Vanessa6.941782
Wolf7.545175
Lei Fei6.337753
Taka7.041940
Eileen6.941527
El Blaze7.645327
Dural6.43845

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

Akira101455644.5%-5.8
Jacky65254038.5%-10.7
Sarah57342359.6%+9.6
Shun50222844.0%-2.5
Lau46242252.2%-2.8
Kage43172639.5%-9.0
Pai41251661.0%+17.6
Jeffry38281073.7%+22.2
Aoi34151944.1%-5.5
Brad29111837.9%-5.7
Goh29121741.4%-8.1
Lion2216672.7%+19.9
Jean2161528.6%-18.9
Vanessa2113861.9%+11.2
Wolf189950.0%-1.3
Lei Fei138561.5%+17.2
Taka115645.5%-4.9
Eileen75271.4%+15.2
El Blaze7070.0%-38.2
Dural110100.0%+66.2

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.

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

Rectangle89494055.1%+7.8
Single Wall81394248.1%-2.0
Octagon70373352.9%+4.5
Low Fence67343350.8%+1.3
Open66333350.0%+2.9
Breakable Full Fence58243441.4%-6.8
Breakable Half Fence55233241.8%-9.0
Full Fence49252451.0%-0.2
Half Fence45261957.8%+4.1
Full Fence and Open35161945.7%+0.4

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
Walls36650.3%49.6%+0.6
No walls21449.5%49.0%+0.5

Walls against open: +0.1 points (95% range -8.2 to +8.5), p 0.974 — 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

jqy911 (Rank 23)2026/09/29139469.2%
osaka_mouko4649 (Rank 24)2026/09/1252340.0%
dalmax72 (Rank 21)2026/09/12660100.0%
G.S (Rank 21)2026/09/11119281.8%
委員ちょ (Rank 21)2026/09/11108280.0%
chimichama (Rank 21)2026/09/1174357.1%
osAnKIRA (Rank 22)2026/09/1074357.1%
たかティン (Rank 22)2026/09/1086275.0%
はれんちぶるどっく (Rank 21)2026/09/0975271.4%
ら族 (Rank 23)2026/09/0764266.7%
Lucifer-1971 (Rank 23)2026/09/03102820.0%
くっきー爆弾 (Rank 23)2026/09/0261516.7%
nakamine0824 (Rank 24)2026/08/2862433.3%
M&E (Rank 21)2026/08/2765183.3%
juha-papa (Rank 21)2026/08/2673442.9%
ちぇびーまるやま (Rank 22)2026/08/23117463.6%
けけみや (Rank 24)2026/08/2372528.6%
bellcharleel (Rank 21)2026/08/2164266.7%
neco (Rank 21)2026/08/1885362.5%
ヒロキ (Rank 21)2026/08/0273442.9%
CHASER (Rank 24)2026/07/29127558.3%
jaded_sixer3 (Rank 14)2026/07/25660100.0%
*NIL-NEON* (Rank 18)2026/07/1763350.0%
格雷希欧 (Rank 24)2026/06/2782625.0%
civil-nia (Rank 6)2026/06/1951420.0%

Round openings

Every character

backdash into backward movement2208.6%
Sou'unha66K1766.9%
crouch into Ducking Low2K+G1365.3%
backdash into Sou'unha66K1134.4%
backdash into guardG1084.2%
backdash into Ogamigeri4K+G1074.2%
backdash into Tsunami Beat3K+G1054.1%
Tenchi In'youP+K+G963.7%
Low Drop Kick62K572.2%
backdash into Toe Kick2K471.8%
crouch into down-back kick+guard1K+G471.8%
crouch into down-back punch+kick1P+K461.8%
forward dash into throwP+G401.6%
backdash331.3%
NirentotsuPP into Nirentotsu OuchuPPP321.2%

322 further openings account for the other 1,204 rounds.

Counted from 648 of the 654 matches played. The rest were not pulled for openings.

Aoi

Career
366–517 · 41.5%
This season
358 matches · 41.1%
Peak rank
25

First hit in 43.7% of 1,407 rounds. Won 48.9% of the rounds they struck first, 41.7% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 45.2% of rounds, against 30.7% in their other rounds.
  • Against Akira: backs off first in 57.8% of rounds, against 39.3% against everyone else.
  • On Octagon stages: attacks straight away in 47.8% of rounds, against 31.4% on the other stages.
  • After opening the round before by backing off: backs off first in 56.7% of rounds, against 39.3% after anything else.
  • After the opponent opened the round before by evading: moves in first in 10.6% of rounds, against 4.4% after anything else.
  • After winning a round: backs off first in 52.1% of rounds, against 41.1% after losing one.
  • When behind: attacks straight away in 38.0% of rounds, against 27.0% when ahead or level.
  • In round 1: opens with “66K Sou'unha” in 22.2% of rounds, against 9.2% in their other rounds.
  • Against Kage: opens with “66K Sou'unha” in 28.8% of rounds, against 11.4% against everyone else.
  • After opening the round before with “backdash into 4K+G Ogamigeri”: opens with “backdash into 4K+G Ogamigeri” in 18.2% of rounds, against 7.3% after anything else.
  • When behind: opens with “66K Sou'unha” in 12.8% of rounds, against 7.3% when ahead or level.

How is this tested?

Sou'unha66K17612.4%
backdash into Sou'unha66K1138.0%
backdash into backward movement1117.8%
backdash into Ogamigeri4K+G1077.5%
Tenchi In'youP+K+G966.8%
backdash into guardG604.2%
crouch into down-back kick+guard1K+G473.3%
crouch into down-back punch+kick1P+K463.2%
NirentotsuPP into Nirentotsu OuchuPPP322.2%
punchP251.8%
forward dash into throwP+G241.7%
backdash211.5%
crouch into down punch+kick2P+K201.4%
crouch into Ogamigeri4K+G161.1%
back punch+kick4P+K151.1%

154 further openings account for the other 512 rounds.

Counted from 352 of the 358 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
Akira10–18 · 36%7–11 · 39%too few to test
Shun9–11 · 45%2–8 · 20%too few to test
Lau5–10 · 33%8–5 · 62%too few to test
Sarah9–9 · 50%5–6 · 45%too few to test
Jacky4–12 · 25%4–6 · 40%too few to test
Jeffry11–5 · 69%4–0 · 100%too few to test
Brad5–7 · 42%1–6 · 14%too few to test
Kage4–7 · 36%3–1 · 75%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.

6 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?

Jeffry

Career
177–112 · 61.2%
This season
143 matches · 56.6%
Peak rank
25

First hit in 58.6% of 555 rounds. Won 57.5% of the rounds they struck first, 54.4% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “crouch into 2K+G Ducking Low” in 39.2% of rounds, against 19.2% in their other rounds.

How is this tested?

crouch into Ducking Low2K+G13624.3%
backdash into Tsunami Beat3K+G10518.8%
backdash into Toe Kick2K478.4%
backdash into backward movement397.0%
backdash into Double Hammer Down43P173.0%
backdash into Heel Drop6K+G162.9%
backdash into Ducking Low2K+G152.7%
crouch into Tsunami Beat3K+G142.5%
backdash into guardG132.3%
Ducking Low2K+G112.0%
backdash into Overblow Shoulder66P+K101.8%
backdash into Rising Hammer43PP81.4%
evade down81.4%
forward dash into throwP+G71.2%
backdash into Megaton Knuckle43P+K61.1%

60 further openings account for the other 107 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira14–7 · 67%5–4 · 56%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
69–52 · 57.0%
This season
66 matches · 54.5%
Peak rank
23

First hit in 58.9% of 253 rounds. Won 55.7% of the rounds they struck first, 46.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Drop Kick62K5722.4%
backdash into backward movement197.5%
backdash into guardG197.5%
backdash into Low Drop Kick62K176.7%
backdash into Short Shoulder46P+K176.7%
crouch into Low Hammer2P176.7%
crouch into Low Drop Kick62K114.3%
Gasp Kneel Palm Bomb6P+K103.9%
backdash into Heavy Middle Kick3K+G93.5%
backdash into Body Blow6P83.1%
backdash into Deadly Move Front6P+K+G62.4%
backdash52.0%
forward dash into throwP+G41.6%
Knee Lift6K31.2%
evade down into Gasp Kneel Palm Bomb6P+K31.2%

33 further openings account for the other 49 rounds.

Akira

Career
34–22 · 60.7%
This season
38 matches · 55.3%
Peak rank
20

First hit in 66.9% of 145 rounds. Won 61.9% of the rounds they struck first, 45.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement2517.1%
crouch into Sokutai3K1611.0%
crouch into Souka Housui3P+K1611.0%
backdash into Jouho Touken6P96.2%
backdash into guardG96.2%
backdash into Sokutai3K85.5%
backdash into Tetsuzankou466P+K64.1%
backdash into Chouzan Housui46P+K42.7%
backdash into Hekishou43P42.7%
backdash into Jouho Senshou46P42.7%
forward dash into throwP+G42.7%
evade down into backdash32.0%
forward dash into Jouho Touken6P32.0%
Rimon Chouchu66P into forward dash21.4%
back punch+kick4P+K21.4%

28 further openings account for the other 31 rounds.

Jacky

Career
48–24 · 66.7%
This season
33 matches · 69.7%
Peak rank
23

First hit in 51.1% of 131 rounds. Won 55.2% of the rounds they struck first, 65.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement2317.6%
crouch into Low Spin Kick1K+G2317.6%
backdash into Spin Heel Sword4K+G118.4%
guardG into evade down64.6%
backdash into High Angle Upper Kick6K53.8%
backdash into Low Spin Kick1K+G53.8%
backdash into guardG43.0%
Slide Shuffle (Deflect)4P+K+G32.3%
backdash into Squat Straight2P32.3%
no input32.3%
backdash21.5%
backdash into Long Stride Back Knuckle4P+K21.5%
backdash into Middle Spin Kick46K+G21.5%
backdash into Step-in Middle Kick66K+G21.5%
guardG into crouch21.5%

32 further openings account for the other 35 rounds.

Sarah

Career
20–5 · 80.0%
This season
16 matches · 81.2%
Peak rank
20

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Leg Slicer2K+G1119.6%
guardG into evade down916.1%
Switch Kick4K47.1%
crouch into Valkyrie Low1K+G47.1%
Hide Side Kick (Deflect)P+K35.4%
backdash into backward movement35.4%
backdash into guardG35.4%
backdash into Switch Kick4K23.6%
crouch into Low Spin Kick3K+G23.6%
crouch into Valkyrie Sword1K+GK23.6%
Jab StraightPP into Double Punch Back KickPPK11.8%
Jab StraightPP into Flash Piston PunchPPP11.8%
Low Spin Kick3K+G11.8%
Somersault Kick7K11.8%
Switch Kick4K into backward movement11.8%

8 further openings account for the other 8 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 (31 here; about 1.6 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: 11 of 16 tests hold up
  • Jeffry: 1 of 15 tests hold up
  • Wolf: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Sarah: not tested (too few rounds)