VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

moroQamazingdelicious

  • Goh
  • Lei Fei
Career matches10,344
Career win rate46.2%
Round win rate46.7%
Peak rank27
Distinct opponents504
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1439 #2,416 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

Aoi275,4312,4472,98445.1%
Goh273,5131,6641,84947.4%
Lei Fei261,40066873247.7%

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

2,831 of 5,352 rounds counted

5.9 inputs a second (355 a minute) this season. Faster than 16% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.93552,685
Goh5.9352146

By opponent's character

Akira6.0359558
Jacky5.9356292
Wolf6.2369190
Aoi6.0361173
Pai6.0360189
Jeffry5.8346171
Sarah5.7340109
Shun6.0362161
Kage5.7339112
El Blaze5.9354148
Goh6.0357104
Lau6.1368132
Vanessa5.6337100
Lion5.8348106
Jean5.9352144
Eileen5.734020
Lei Fei5.734467
Brad5.734336
Taka5.130819

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

Akira2289813043.0%-2.3
Jacky125557044.0%+2.4
Wolf114476741.2%-2.2
Aoi99465346.5%-2.4
Pai95534255.8%+12.1
Jeffry79295036.7%-9.5
Sarah64333151.6%+10.4
Shun61263542.6%-3.4
Kage58292950.0%+7.0
El Blaze57213636.8%-7.3
Goh55163929.1%-17.7
Lau54272750.0%+8.0
Vanessa52252748.1%+9.3
Lion51282354.9%+9.7
Jean45153033.3%-8.0
Eileen33151845.5%-1.7
Lei Fei27141351.9%+7.7
Brad1851327.8%-13.1
Taka72528.6%-18.9
Dural1010.0%-37.0

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Single Wall155807551.6%+8.8
Open146608641.1%-3.6
Octagon137597843.1%-1.0
Full Fence130488236.9%-8.0
Half Fence130626847.7%+2.5
Low Fence126557143.6%-2.2
Rectangle125527341.6%-2.5
Breakable Full Fence122527042.6%-0.2
Breakable Half Fence114526245.6%+0.9
Full Fence and Open79364345.6%+2.9

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
Walls75842.9%44.2%-1.3
No walls42745.7%44.5%+1.1

Walls against open: -2.4 points (95% range -8.5 to +3.6), p 0.429 — 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

MaxMuncy (Rank 26)2026/10/16102820.0%
MATSUNAGAAKIRA.REBOOT (Rank 26)2026/10/1593633.3%
TAPIOKA (Rank 25)2026/10/12115645.5%
zxyzguy (Rank 27)2026/10/121511473.3%
maniaki (Rank 24)2026/10/122051525.0%
Sinabro (Rank 29)2026/10/12157846.7%
ER_higante (Rank 29)2026/10/1291811.1%
BANANA (Rank 30)2026/10/12149564.3%
はげまん (Rank 29)2026/10/1296366.7%
orz (Rank 29)2026/10/1293633.3%
manekinecogames (Rank 25)2026/10/12108280.0%
え~る (Rank 27)2026/09/27147750.0%
dalmax72 (Rank 21)2026/09/27127558.3%
ありがとナス (Rank 28)2026/09/161912763.2%
CELIS (Rank 26)2026/09/142061430.0%
小学生っぽいしらき晶 (Rank 28)2026/08/2495455.6%
失礼!スマッシュ☆彡 (Rank 26)2026/07/2796366.7%
イチゲン (Rank 29)2026/07/2186275.0%
がんぴーさん【S.R.G.M】 (Rank 24)2026/06/2895455.6%
壱色淸淨 (Rank 26)2026/06/0982625.0%
hayate (Rank 29)2026/05/28157846.7%
Multipla (Rank 25)2026/05/16128466.7%
TOMORV (Rank 27)2026/05/161811761.1%
HavocWingPLZG (Rank 25)2026/05/11101910.0%
紅ショウガ (Rank 26)2026/04/2192722.2%

Round openings

Every character

guardG into evade down3657.4%
back punch+kick+guard4P+K+G2114.3%
punchP into NirentotsuPP1863.8%
evade down into guardG1643.3%
guardG into Hou'oushu3P1633.3%
guardG1252.5%
guardG into punchP1202.4%
forward dash into guardG972.0%
punchP961.9%
Chudan Hiji'ate6P into Tsumujisakura6PP831.7%
crouch into Kusanagi2K+G791.6%
crouch dash forward into Hou'oushu3P751.5%
backdash into guardG631.3%
guardG into evade up621.3%
guardG into crouch591.2%

530 further openings account for the other 2,969 rounds.

Counted from 1,212 of the 1,323 matches played. The rest were not pulled for openings.

Aoi

Career
2,447–2,984 · 45.1%
This season
1,154 matches · 43.9%
Peak rank
27

First hit in 48.0% of 4,309 rounds. Won 50.3% of the rounds they struck first, 42.1% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 13.2% of rounds, against 5.2% in their other rounds.
  • Against Akira: attacks straight away in 30.7% of rounds, against 20.8% against everyone else.
  • After opening the round before by moving in: moves in first in 22.6% of rounds, against 15.8% after anything else.
  • After losing a round: moves in first in 22.4% of rounds, against 10.8% after winning one.
  • When behind: moves in first in 22.2% of rounds, against 12.7% when ahead or level.
  • In round 1: opens with “G guard into evade down” in 19.3% of rounds, against 3.9% in their other rounds.
  • Against Lion: opens with “G guard into 3P Hou'oushu” in 10.8% of rounds, against 3.4% against everyone else.
  • After losing a round: opens with “P punch into PP Nirentotsu” in 6.0% of rounds, against 3.5% after winning one.
  • When the score is level: opens with “4P+K+G back punch+kick+guard” in 6.7% of rounds, against 5.4% when ahead or behind.

How is this tested?

guardG into evade down3367.7%
back punch+kick+guard4P+K+G2114.8%
punchP into NirentotsuPP1864.3%
guardG into Hou'oushu3P1633.7%
evade down into guardG1493.4%
guardG1032.4%
guardG into punchP1032.4%
Chudan Hiji'ate6P into Tsumujisakura6PP831.9%
punchP821.9%
crouch into Kusanagi2K+G791.8%
crouch dash forward into Hou'oushu3P751.7%
forward dash into guardG751.7%
guardG into evade up591.4%
guardG into crouch571.3%
backdash into guardG541.2%

398 further openings account for the other 2,551 rounds.

Counted from 1,075 of the 1,154 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
Akira48–73 · 40%18–25 · 42%+1.8
Jacky20–32 · 38%14–19 · 42%-8.6
Wolf25–30 · 45%13–17 · 43%+3.2
Aoi15–25 · 38%14–13 · 52%too few to test
Pai23–16 · 59%15–15 · 50%+8.6
Jeffry11–25 · 31%6–14 · 30%too few to test
Shun13–21 · 38%4–8 · 33%too few to test
El Blaze9–18 · 33%8–9 · 47%too few to test
Lau11–15 · 42%10–5 · 67%too few to test
Sarah15–14 · 52%8–6 · 57%too few to test
Kage16–9 · 64%7–12 · 37%too few to test
Lion12–11 · 52%8–7 · 53%too few to test
Vanessa10–12 · 45%7–7 · 50%too few to test
Goh3–13 · 19%7–14 · 33%too few to test
Jean7–17 · 29%4–4 · 50%too few to test
Eileen8–10 · 44%6–5 · 55%too few to test
Lei Fei6–6 · 50%5–3 · 62%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

79 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
1,664–1,849 · 47.4%
This season
152 matches · 46.7%
Peak rank
27

First hit in 48.5% of 474 rounds. Won 53.9% of the rounds they struck first, 43.4% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 10.8% of rounds, against 3.8% in their other rounds.
  • In round 1: opens with “G guard into evade down” in 16.7% of rounds, against 2.5% in their other rounds.
  • Against Akira: opens with “G guard” in 13.4% of rounds, against 2.9% against everyone else.

How is this tested?

Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G296.0%
guardG into evade down296.0%
Raikou3P into Denkou3PP234.7%
forward dash into guardG224.5%
guardG214.3%
guardG into punchP163.3%
evade down into guardG153.1%
punchP142.9%
backdash into Karura4P+K102.1%
forward dash into Tsukikage6K102.1%
backdash into Jibishou3P+K91.9%
backdash into guardG81.6%
backdash into Soukyu46P71.4%
backdash into Sune Kudaki43P71.4%
forward dash into forward movement71.4%

135 further openings account for the other 258 rounds.

Counted from 120 of the 152 matches played. The rest were not pulled for openings.

Lei Fei

Career
668–732 · 47.7%
This season
17 matches · 41.2%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into offensive move46.1%
offensive move46.1%
backdash into Kaisei Tento1P+K34.5%
offensive move into SokutankyakuK+G34.5%
Chutenhou3P into Renkan Geimenshou3PP23.0%
Hai Shiki2P+K+G into SenshippoP+K23.0%
forward dash into Kaisei Tento1P+K23.0%
guardG into Renkan Geimenshou3PP23.0%
guardG into backdash23.0%
punchP into Sayu ShoukenPP23.0%
Chutenhou3P into punch+kick+guardP+K+G11.5%
Gaiken6P+K into forward punch+kick+guard6P+K+G11.5%
Gaiken6P+K into throwP+G11.5%
Kaisei Tento1P+K11.5%
Katoken3P+K into Haisetsukou39P+KP11.5%

35 further openings account for the other 35 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: 9 of 17 tests hold up
  • Goh: 3 of 14 tests hold up
  • Lei Fei: not tested (too few rounds)