VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

sonic___

  • Akira
  • Shun
  • Lei Fei
  • Lau
  • Pai
  • Taka
Career matches1,117
Career win rate47.3%
Round win rate42.3%
Peak rank23
Distinct opponents9
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1325 Not ranked yet: the list needs 50 matches. See 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

Aoi2334113021138.1%
Lei Fei21163877653.4%
Shun23146846257.5%
Jacky—106485845.3%
Lau2095603563.2%
Pai1972403255.6%
Sarah—67333449.2%
El Blaze—57164128.1%
Akira1951203139.2%
Taka171910952.6%

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.

Against each character

Goh52340.0%-4.8
Jacky52340.0%-9.1
Aoi4040.0%-12.0
Kage42250.0%+13.8
Jeffry32166.7%+52.6
Pai2020.0%-48.4

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

Low Fence62433.3%-9.5
Full Fence51420.0%-34.9
Breakable Full Fence32166.7%+52.6
Breakable Half Fence21150.0%+15.9
Full Fence and Open220100.0%+55.7
Octagon2020.0%-4.8
Open2020.0%-17.0
Half Fence1010.0%-51.9

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
Walls1330.8%33.0%-2.2
No walls825.0%34.2%-9.2

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

son (Rank 22)2026/04/0452340.0%
vedrancy (Rank 21)2026/04/04220100.0%
Trepa-Muros70 (Rank 21)2026/04/0442250.0%
Radde (Rank 24)2026/04/041010.0%
Itesmee (Rank 18)2026/04/042020.0%
t0H0 (Rank 24)2026/04/0232166.7%
goodjay (Rank 23)2026/04/022020.0%
{*D.S*}gizmo_kingo (Rank 45)2026/03/312020.0%
Shenmueestamour (Rank 29)2026/03/312020.0%

Round openings

Every character

crouch into Kasoutai2K66.2%
offensive move66.2%
Jouho Touken6P55.2%
crouch into Renka Sentai2KK55.2%
evade up55.2%
crouch into Gyou'in Haishu3P44.1%
crouch into Renkan Geimenshou3PP44.1%
Jouho Touken6P into throwP+G33.1%
forward movement into punchP33.1%
guardG33.1%
offensive move into Honshin TankaP+K33.1%
Chouyoushu1P22.1%
Chu Tsuppari6P+K22.1%
Kakushu Suigeki6P into Kakushu Suirengeki6PP22.1%
Raijinha6K into Kumogeri6KK22.1%

40 further openings account for the other 42 rounds.

Akira

Career
20–31 · 39.2%
This season
8 matches · 25.0%
Peak rank
19

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jouho Touken6P515.2%
evade up412.1%
Jouho Touken6P into throwP+G39.1%
forward movement into punchP39.1%
Chouyoushu1P26.1%
Senzankou66P+K into throwP+G26.1%
crouch into Chouyoushu1P26.1%
guardG26.1%
Chouyoushu1P into Housui2P13.0%
Chouyoushu1P into Koboku214P13.0%
Jouho Touken6P into Sayu Kaikyu4PP13.0%
Rimon Chouchu66P into Jouho Touken6P13.0%
crouch into down, down-back punch+kick21P+K13.0%
crouch into down-back punch+kick1P+K13.0%
guardG into Jouho Touken6P13.0%

3 further openings account for the other 3 rounds.

Shun

Career
84–62 · 57.5%
This season
5 matches · 20.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

offensive move630.0%
crouch into Gyou'in Haishu3P420.0%
offensive move into Honshin TankaP+K315.0%
Gyou'in Haishu3P15.0%
Gyou'in Haishu3P into Chougeki Haiten44P15.0%
Haisenchu1P15.0%
Kousoku Kouhi17P+K+G15.0%
Tenshin Haishu4P into Rengeki Gakushu46PPP15.0%
Zensen Soutai2K+G into Gyousentai2K15.0%
up-back punch+kick7P+K into Honshin TankaP+K15.0%

Lei Fei

Career
87–76 · 53.4%
This season
3 matches · 66.7%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Renkan Geimenshou3PP430.8%
Kakushu Suigeki6P into Kakushu Suirengeki6PP215.4%
Chutenhou3P into Renkan Geimenshou3PP17.7%
Rigoutai6K17.7%
Yushin Kengeki4P into Rakengeki4PP17.7%
Zensoutai2K+G17.7%
evade up17.7%
guardG17.7%
punchP into Kakushu Suigeki6P17.7%

Pai

Career
40–32 · 55.6%
This season
2 matches · 50.0%
Peak rank
19

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Renka Sentai2KK550.0%
Haitenkyaku7K110.0%
Hi'en Tenshi2P+K into Tenshi Katsumentai Haishin2P+KK110.0%
Ryoushou6P+K into crouch110.0%
Sensaitai2K into Renka Sentai2KK110.0%
crouch into Senchutai3K110.0%

Lau

Career
60–35 · 63.2%
This season
2 matches · 100.0%
Peak rank
20

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Kasoutai2K666.7%
Ko'en Niki9K+G into Rakuho Suigeki9K+GP111.1%
Kokyaku Haiten7K111.1%
evade up into Kokyaku Haiten7K111.1%

Taka

Career
10–9 · 52.6%
This season
2 matches · 0.0%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chu Tsuppari6P+K225.0%
Chu Tsuppari6P+K into Aka'oni MidaremageP+K112.5%
Chu Tsuppari6P+K into forward movement112.5%
Takatsumehashi3P+K112.5%
crouch into Takatsumehashi3P+K112.5%
punchP into Mawashi Harite44P112.5%
throwP+G into forward kick+guard6K+G112.5%

Aoi

Career
130–211 · 38.1%
This season
1 matches · 0.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Raijinha6K into Kumogeri6KK250.0%
Sou'unha66K into Kumogeri6KK125.0%
crouch into throw escape125.0%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Akira: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Aoi: not tested (too few rounds)