VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Aoi

yonchi41

  • Wolf
Career matches6,239
Career win rate40.3%
Round win rate45.2%
Peak rank26
Distinct opponents216
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1271 #3,232 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

Aoi244,9581,9622,99639.6%
Wolf261,28155272943.1%

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

3,371 of 3,880 rounds counted

6.7 inputs a second (402 a minute) this season. Faster than 37% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.84102,638
Wolf6.3377733

By opponent's character

Akira6.6397584
Jacky6.7404282
Aoi6.7402282
Wolf6.7400172
Goh7.1426180
Pai6.5387161
El Blaze6.9413190
Jean6.6395193
Lau6.6398135
Sarah6.5392146
Jeffry7.0418128
Vanessa6.6394145
Kage6.2372141
Brad6.8411128
Lion6.6395120
Shun6.9412116
Lei Fei7.243091
Eileen6.840787
Taka7.243384
Dural7.24316

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

Akira1757510042.9%-2.7
Jacky81384346.9%+7.2
Aoi73294439.7%-8.4
Wolf53193435.9%+0.7
Goh50183236.0%-2.9
Pai50222844.0%-0.2
El Blaze49212842.9%+6.8
Jean48252352.1%+12.5
Lau46242252.2%+8.9
Sarah43162737.2%-6.8
Jeffry40122830.0%-11.6
Vanessa40172342.5%-1.7
Kage38201852.6%+12.6
Brad37132435.1%-11.6
Lion3592625.7%-8.6
Shun31141745.2%+8.2
Lei Fei2581732.0%-11.6
Eileen2381534.8%-5.7
Taka2213959.1%+20.4
Dural21150.0%+10.9

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 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

Full Fence108446440.7%-0.4
Half Fence106456142.5%+1.4
Octagon103436041.8%+0.1
Breakable Full Fence101435842.6%-3.0
Rectangle97346335.0%-3.9
Single Wall97435444.3%+3.7
Low Fence94375739.4%-5.1
Breakable Half Fence92474551.1%+7.0
Open92326034.8%-5.9
Full Fence and Open32161650.0%+10.1

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
Walls60742.2%42.1%+0.1
No walls28339.6%41.7%-2.1

Walls against open: +2.2 points (95% range -5.2 to +9.6), p 0.559 — 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

銀髪ザムライ (Rank 25)2026/10/1393633.3%
yasai (Rank 24)2026/10/072012860.0%
TaKaArAsHi573 (Rank 23)2026/10/05158753.3%
富美 (Rank 22)2026/10/04126650.0%
dalmax72 (Rank 22)2026/09/3042222052.4%
HaseMasa (Rank 26)2026/09/23101910.0%
t4a (Rank 26)2026/09/14101910.0%
ゅろぽ (Rank 24)2026/09/13103730.0%
orz (Rank 28)2026/09/13103730.0%
Martin1833 (Rank 23)2026/09/13117463.6%
kimxxxtt (Rank 22)2026/09/1324101441.7%
osAnKIRA (Rank 23)2026/09/121961331.6%
パニガーレ (Rank 27)2026/09/06178947.1%
cs2skoda (Rank 23)2026/09/05103730.0%
6132da (Rank 25)2026/08/301510566.7%
けつ毛バーガー相場 (Rank 24)2026/08/23146842.9%
委員ちょ (Rank 21)2026/08/20115645.5%
Penoco (Rank 24)2026/07/2992722.2%
紫荆一头牛 (Rank 23)2026/07/261512380.0%
ら族 (Rank 21)2026/07/23102820.0%
yujiberra (Rank 21)2026/07/16167943.8%
TigerMask (Rank 21)2026/07/15108280.0%
しろ☆おび。 (Rank 23)2026/06/29148657.1%
コデリン03 (Rank 21)2026/06/2696366.7%
ぽん (Rank 24)2026/06/201861233.3%

Round openings

Every character

Tenchi In'youP+K+G60816.4%
guardG3198.6%
Sou'unha66K into Kumogeri6KK2336.3%
Kusanagi2K+G1935.2%
Sou'unha66K into kickK1885.1%
evade down into guardG1474.0%
Raijinha6K into Tenraitsui6KP862.3%
Kusanagi2K+G into Tenchi In'youP+K+G812.2%
forward movement into Elbow Butt4P721.9%
evade down711.9%
throwP+G611.6%
evade up into guardG591.6%
Namigaeshi64P+K into Iwaodome64P+KP561.5%
Raijinha6K into Kumogeri6KK501.4%
forward dash into Kumogeri6KK481.3%

317 further openings account for the other 1,437 rounds.

Counted from 917 of the 961 matches played. The rest were not pulled for openings.

Aoi

Career
1,962–2,996 · 39.6%
This season
763 matches · 41.4%
Peak rank
24

First hit in 48.5% of 2,974 rounds. Won 48.1% of the rounds they struck first, 41.6% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 22.7% of rounds, against 9.2% in their other rounds.
  • Against Aoi: backs off first in 6.3% of rounds, against 2.2% against everyone else.
  • After opening the round before by waiting: waits first in 16.4% of rounds, against 8.0% after anything else.
  • In round 1: opens with “G guard” in 13.3% of rounds, against 4.9% in their other rounds.
  • Against Aoi: opens with “2K+G Kusanagi” in 11.4% of rounds, against 6.0% against everyone else.
  • After opening the round before with “66K Sou'unha into K kick”: opens with “2K+G Kusanagi” in 13.5% of rounds, against 6.5% after anything else.
  • After winning a round: opens with “P+K+G Tenchi In'you” in 28.3% of rounds, against 18.8% after losing one.
  • When ahead: opens with “P+K+G Tenchi In'you” in 26.8% of rounds, against 21.2% when level or behind.

How is this tested?

Tenchi In'youP+K+G60820.2%
Sou'unha66K into Kumogeri6KK2337.7%
guardG2107.0%
Kusanagi2K+G1936.4%
Sou'unha66K into kickK1886.2%
evade down into guardG1163.9%
Raijinha6K into Tenraitsui6KP862.9%
Kusanagi2K+G into Tenchi In'youP+K+G812.7%
evade down612.0%
throwP+G581.9%
Namigaeshi64P+K into Iwaodome64P+KP561.9%
Raijinha6K into Kumogeri6KK501.7%
forward dash into Kumogeri6KK481.6%
forward movement into back punch+kick4P+K421.4%
Kusanagi2K+G into down punch+kick+guard2P+K+G401.3%

220 further openings account for the other 941 rounds.

Counted from 745 of the 763 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
Akira42–48 · 47%19–23 · 45%+0.1
Aoi13–28 · 32%5–8 · 38%too few to test
Jacky16–19 · 46%8–10 · 44%too few to test
El Blaze18–20 · 47%2–6 · 25%too few to test
Wolf10–15 · 40%3–11 · 21%too few to test
Pai19–13 · 59%2–6 · 25%too few to test
Goh12–18 · 40%3–6 · 33%too few to test
Lau10–9 · 53%7–9 · 44%too few to test
Jean13–12 · 52%6–4 · 60%too few to test
Brad9–17 · 35%0–5 · 0%too few to test
Jeffry6–14 · 30%3–7 · 30%too few to test
Lion2–15 · 12%1–5 · 17%too few to test
Vanessa5–12 · 29%5–5 · 50%too few to test
Sarah3–14 · 18%2–4 · 33%too few to test
Shun8–5 · 62%2–2 · 50%too few to test
Eileen7–10 · 41%1–3 · 25%too few to test
Lei Fei3–7 · 30%3–7 · 30%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.

18 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?

Wolf

Career
552–729 · 43.1%
This season
198 matches · 43.4%
Peak rank
26

First hit in 51.2% of 693 rounds. Won 50.1% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

guardG10915.6%
forward movement into Elbow Butt4P7210.3%
evade down into Elbow Butt4P415.9%
Low Drop Kick62K344.9%
evade down into guardG314.4%
Low Drop Kick62K into kickK294.2%
evade up into guardG263.7%
Elbow Butt4P into punchP243.4%
evade down into Low Drop Kick62K213.0%
forward movement into Low Smash2K172.4%
R.A.W. AvengerP+K+G162.3%
punchP121.7%
evade down101.4%
evade down into Knee Lift6K101.4%
Comet Hook1P into Knuckle Part1PP91.3%

105 further openings account for the other 237 rounds.

Counted from 172 of the 198 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira5–9 · 36%0–4 · 0%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.

26 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?

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: 8 of 16 tests hold up
  • Wolf: 0 of 15 tests hold up