VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Aoi

nasca-32

  • Akira
Career matches1,993
Career win rate47.7%
Round win rate48.1%
Peak rank25
Distinct opponents126
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1250 #3,297 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

Aoi251,9519291,02247.6%
Akira1342222052.4%

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

1,629 of 1,628 rounds counted

5.6 inputs a second (334 a minute) this season. Faster than 9% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.63341,492
Akira5.7339137

By opponent's character

Akira5.7344257
Jeffry5.6339175
Aoi5.4323169
Sarah5.4322119
El Blaze5.533197
Brad5.633486
Kage5.331882
Lau5.734481
Taka5.734178
Lion5.935268
Jacky5.532966
Pai5.532868
Wolf5.432467
Vanessa5.633750
Goh5.633648
Lei Fei5.734543
Eileen5.835034
Jean5.533320
Shun5.734421

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

Akira66264039.4%-9.9
Jeffry43133030.2%-19.9
Aoi42172540.5%-11.4
Sarah29141548.3%+10.8
El Blaze23101343.5%+3.6
Brad2214863.6%+8.0
Kage22121054.5%+2.0
Lau2115671.4%+17.9
Taka1871138.9%-10.0
Lion1711664.7%+20.6
Jacky167943.8%-4.7
Pai169756.2%+17.2
Wolf1651131.2%-4.3
Vanessa139469.2%+14.2
Goh128466.7%+17.0
Lei Fei117463.6%+18.5
Eileen86275.0%+26.3
Jean5050.0%-50.4
Shun52340.0%-2.2

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Breakable Half Fence58193932.8%-16.0
Octagon46212545.6%-5.5
Half Fence45212446.7%-1.4
Open44242054.5%+5.5
Breakable Full Fence41202148.8%+3.6
Single Wall38152339.5%+0.5
Low Fence37221559.5%+12.6
Full Fence32171553.1%+5.2
Rectangle27151255.6%+5.7
Full Fence and Open147750.0%+2.6

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls24945.4%48.0%-2.6
No walls11951.3%45.8%+5.5

Walls against open: -8.1 points (95% range -20.2 to +4.0), p 0.188 — 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

亀 (Rank 24)2026/10/0472528.6%
パイオツカイデ (Rank 27)2026/10/0452340.0%
はおいー先生 (Rank 24)2026/10/0474357.1%
be-shedded (Rank 27)2026/09/2463350.0%
a39611619 (Rank 22)2026/09/1375271.4%
がんぴーさん【S.R.G.M】 (Rank 27)2026/09/1363350.0%
Rosagigantea (Rank 27)2026/09/1352340.0%
dalmax72 (Rank 22)2026/09/13106460.0%
meine (Rank 22)2026/08/0351420.0%
トローリロートル (Rank 23)2026/08/0354180.0%
kkd8281 (Rank 21)2026/08/02660100.0%
屬性全點AGI了 (Rank 21)2026/08/02125741.7%
allgonnaworkout (Rank 26)2026/08/02146842.9%
minato (Rank 21)2026/08/0243175.0%
Mon3tr (Rank 24)2026/07/3192722.2%
kinoppy0126 (Rank 21)2026/07/2754180.0%
魔鬼筋肉人 (Rank 21)2026/07/26117463.6%
finalkinoko (Rank 17)2026/07/26101910.0%
うさぎ帝国 (Rank 21)2026/07/2176185.7%
yasai (Rank 21)2026/07/1252340.0%
달그림자 (Rank 21)2026/07/1054180.0%
enterpool0 (Rank 11)2026/07/0553260.0%
oyatu12345678 (Rank 17)2026/07/056060.0%
swhy2008 (Rank 11)2026/07/052361726.1%
calimion (Rank 13)2026/07/0576185.7%

Round openings

Every character

Tenchi In'youP+K+G18511.3%
evade up18311.2%
NirentotsuPP into Nirentotsu OuchuPPP986.0%
down-back kick+guard1K+G865.3%
backdash784.8%
evade down613.7%
guardG573.5%
punchP into NirentotsuPP563.4%
Sanseigan66P+K into Ouka66P+KP503.1%
Kusanagi2K+G482.9%
Namigaeshi64P+K into Iwaodome64P+KP442.7%
crouch dash back342.1%
backdash into guardG291.8%
Sou'unha66K261.6%
Kusanagi2K+G into Tenchi In'youP+K+G231.4%

177 further openings account for the other 572 rounds.

Aoi

Career
929–1,022 · 47.6%
This season
372 matches · 47.9%
Peak rank
25

First hit in 41.4% of 1,480 rounds. Won 53.6% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

  • Against Wolf: evades first in 41.8% of rounds, against 18.4% against everyone else.
  • After opening the round before by backing off: backs off first in 27.3% of rounds, against 9.1% after anything else.
  • In round 1: opens with “backdash” in 10.2% of rounds, against 2.6% in their other rounds.
  • Against Aoi: opens with “P+K+G Tenchi In'you” in 22.4% of rounds, against 11.1% against everyone else.
  • On Octagon stages: opens with “evade up” in 20.0% of rounds, against 9.2% on the other stages.
  • After opening the round before with “P+K+G Tenchi In'you”: opens with “P+K+G Tenchi In'you” in 23.5% of rounds, against 9.8% after anything else.

How is this tested?

Tenchi In'youP+K+G18512.4%
evade up16010.7%
NirentotsuPP into Nirentotsu OuchuPPP986.6%
down-back kick+guard1K+G865.8%
backdash674.5%
evade down583.9%
guardG563.8%
punchP into NirentotsuPP563.8%
Sanseigan66P+K into Ouka66P+KP503.4%
Kusanagi2K+G483.2%
Namigaeshi64P+K into Iwaodome64P+KP443.0%
crouch dash back332.2%
Sou'unha66K261.7%
Kusanagi2K+G into Tenchi In'youP+K+G231.5%
Kusanagi2K+G into backdash231.5%

147 further openings account for the other 480 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira10–22 · 31%14–13 · 52%too few to test
Aoi16–21 · 43%0–3 · 0%too few to test
Sarah9–7 · 56%3–7 · 30%too few to test
Kage7–8 · 47%1–2 · 33%too few to test
Lau7–2 · 78%6–3 · 67%too few to test
El Blaze4–7 · 36%1–4 · 20%too few to test
Jeffry6–11 · 35%1–1 · 50%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?

Akira

Career
22–20 · 52.4%
This season
33 matches · 42.4%
Peak rank
13

First hit in 35.3% of 136 rounds. Won 62.5% of the rounds they struck first, 36.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up2316.8%
Souka Housui3P+K118.0%
backdash118.0%
backdash into guardG107.3%
Rimon Chouchu66P85.8%
backdash into Jouho Senshou46P53.6%
backdash into Sokutai3K53.6%
evade down into backdash53.6%
crouch dash back into Jouho Senshou46P42.9%
crouch into Housui2P42.9%
evade down into Tetsuzankou466P+K42.9%
Jouho Senshou46P32.2%
crouch32.2%
down punch+kick2P+K32.2%
evade down32.2%

28 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 (16 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 16 tests hold up
  • Akira: not tested (too few rounds)