VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

an_dika_001

  • Jean
Career matches1,537
Career win rate45.4%
Round win rate48.5%
Peak rank25
Distinct opponents54
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1280 #3,191 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

Aoi251,21555066545.3%
Jean2132214717545.6%

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

612 of 613 rounds counted

5.7 inputs a second (343 a minute) this season. Faster than 12% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.7342552
Jean5.935660

By opponent's character

Sarah5.6338103
Akira5.734284
Shun5.533185
Lion5.834648
El Blaze6.136647
Kage5.834843
Brad5.633839
Jacky5.533034
Vanessa6.136731
Jean5.633620
Pai5.734221
Aoi6.036118
Wolf5.734113
Jeffry5.734312
Lau5.935214

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

Sarah24141058.3%+12.8
Akira2113861.9%+20.2
Shun2181338.1%-9.0
Lion124833.3%-10.6
El Blaze116554.5%+2.7
Kage116554.5%+12.9
Brad109190.0%+28.1
Jacky82625.0%-18.9
Vanessa73442.9%-3.9
Jean51420.0%-14.8
Pai51420.0%-20.3
Aoi41325.0%-19.4
Wolf4040.0%-41.2
Jeffry3030.0%-35.0
Lau3030.0%-28.9

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

Octagon2091145.0%+0.1
Full Fence and Open1981142.1%-7.2
Full Fence1810855.6%+5.0
Half Fence1861233.3%-4.8
Breakable Full Fence156940.0%-11.7
Breakable Half Fence159660.0%+6.1
Low Fence1551033.3%-5.9
Open148657.1%+15.7
Single Wall86275.0%+29.8
Rectangle51420.0%-19.0

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

With or without walls

StagesMatchesWin %Expectedvs expected
Walls9145.1%46.8%-1.8
No walls3751.4%42.0%+9.3

Walls against open: -11.1 points (95% range -33.2 to +10.9), p 0.323 — 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

nanatsuboshi_st (Rank 24)2026/07/2931233.3%
maximum_miruchi (Rank 21)2026/07/2932166.7%
n-K_37 (Rank 23)2026/07/29330100.0%
たかティン (Rank 21)2026/07/22660100.0%
makmak_80 (Rank 23)2026/07/2142250.0%
たけし (Rank 27)2026/07/214040.0%
allgonnaworkout (Rank 26)2026/07/2131233.3%
smogh (Rank 21)2026/07/21880100.0%
ちぇびーまるやま (Rank 17)2026/07/2132166.7%
胃弱 (Rank 25)2026/07/173030.0%
ttfour@サラしかできないw (Rank 23)2026/07/1731233.3%
Sevengar01 (Rank 23)2026/07/1763350.0%
Drunk_Monkey3110 (Rank 25)2026/07/1032166.7%
Rika_chin (Rank 21)2026/07/1043175.0%
バリカン (Rank 26)2026/07/1032166.7%
へなちょこ大作戦 (Rank 23)2026/07/1053260.0%
しゅうまい (Rank 22)2026/07/1084450.0%
HaseMasa (Rank 23)2026/07/0984450.0%
やきそばん (Rank 22)2026/07/022020.0%
a032682 (Rank 25)2026/07/0221150.0%
lesser-moor54 (Rank 17)2026/06/2751420.0%
ku-ron_0129 (Rank 20)2026/06/2732166.7%
hayasano1226 (Rank 21)2026/06/1821150.0%
なっちゃんねる (Rank 23)2026/06/1842250.0%
O.J.A (Rank 22)2026/06/1351420.0%

Round openings

Every character

backdash into backward movement6811.1%
backdash into guardG538.7%
crouch dash back into evade down416.7%
backdash into Sodeshinken33P+K264.2%
Ouda6P+K into Oushu Hiji'ate6P+KP233.8%
Tsumujikaze64P182.9%
Ougimai4P152.5%
guardG152.5%
Tenchi In'youP+K+G122.0%
backdash into Sou'unha66K122.0%
Gyaku Seikenzuki66P101.6%
Ogamigeri4K+G91.5%
backdash into Nami'okoshi3K+G91.5%
backdash into Inshou43P+K81.3%
backdash into Ougimai4P81.3%

143 further openings account for the other 286 rounds.

Aoi

Career
550–665 · 45.3%
This season
134 matches · 47.0%
Peak rank
25

First hit in 53.5% of 551 rounds. Won 53.9% of the rounds they struck first, 44.9% of the rounds they were struck first.

Significant Tells

  • After opening the round before by attacking: attacks straight away in 41.0% of rounds, against 22.3% after anything else.
  • After losing a round: backs off first in 75.5% of rounds, against 53.6% after winning one.
  • When ahead: attacks straight away in 38.4% of rounds, against 21.2% when level or behind.
  • Against Shun: opens with “crouch dash back into evade down” in 19.8% of rounds, against 5.1% against everyone else.
  • After losing a round: opens with “backdash into backward movement” in 19.2% of rounds, against 6.2% after winning one.
  • When the score is level: opens with “crouch dash back into evade down” in 16.2% of rounds, against 5.1% when ahead or behind.

How is this tested?

backdash into backward movement6311.4%
backdash into guardG529.4%
crouch dash back into evade down417.4%
backdash into Sodeshinken33P+K264.7%
Ouda6P+K into Oushu Hiji'ate6P+KP234.2%
Tsumujikaze64P183.2%
Ougimai4P152.7%
Tenchi In'youP+K+G122.2%
backdash into Sou'unha66K122.2%
guardG112.0%
Ogamigeri4K+G91.6%
backdash into Nami'okoshi3K+G91.6%
backdash into Inshou43P+K81.4%
backdash into Ougimai4P81.4%
crouch dash back into Sodeshinken33P+K81.4%

121 further openings account for the other 238 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Sarah7–4 · 64%4–4 · 50%too few to test
Shun2–8 · 20%3–0 · 100%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?

Jean

Career
147–175 · 45.6%
This season
15 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyaku Seikenzuki66P1016.7%
backdash into Doumawashi Kaitengeri46K+G711.7%
backdash into backward movement58.3%
guardG46.7%
Harai'uke (Deflect)4P+K+G35.0%
backdash into Oihiji4P+K35.0%
evade up35.0%
offensive move23.3%
Harai'uke (Deflect)4P+K+G into punchP11.7%
Hizageri4K11.7%
KounirenPP into KagizukiPPP11.7%
Nukitesashi6P+K into KounirenPP11.7%
Oihiji4P+K11.7%
Yoko'enpi~Uchishutou6PP into Gaisen Koushugeki6PPK11.7%
backdash11.7%

16 further openings account for the other 16 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: 6 of 15 tests hold up
  • Jean: not tested (too few rounds)