VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

こまち

Career matches7,413
Career win rate49.4%
Round win rate50.0%
Peak rank37
Distinct opponents302
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1668 #954 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

Aoi377,4133,6633,75049.4%

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

2,799 of 4,793 rounds counted

7.6 inputs a second (458 a minute) this season. Faster than 63% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi7.64582,799

By opponent's character

Akira7.9473312
Jacky8.0478245
Jeffry7.8467195
Lau7.5452214
Wolf7.6454211
Kage7.2433149
Sarah7.7460168
Lion7.7463158
Goh7.4442171
Lei Fei7.4445135
Brad7.5448141
Jean7.5449116
Aoi8.1484143
El Blaze7.645477
Pai8.0481135
Shun7.3439109
Vanessa7.343947
Dural8.148511
Taka7.142837
Eileen7.142425

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

Akira110575351.8%-1.9
Jacky99534653.5%+1.9
Jeffry90405044.4%-5.8
Lau83453854.2%+6.5
Wolf82354742.7%-8.9
Kage75334244.0%-1.7
Sarah74413355.4%+5.8
Lion67264138.8%-9.9
Goh63283544.4%-3.6
Lei Fei59461378.0%+22.8
Brad57322556.1%+6.8
Jean56302653.6%+3.6
Aoi55312456.4%+9.2
El Blaze55223340.0%-11.5
Pai55272849.1%+0.7
Shun54223240.7%-4.0
Vanessa2081240.0%-4.5
Dural128466.7%+5.8
Taka121118.3%-31.9
Eileen74357.1%+10.0

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

Full Fence138597942.8%-7.1
Breakable Full Fence135666948.9%-0.5
Octagon128636549.2%+1.3
Breakable Half Fence119586148.7%-1.0
Open118635553.4%+2.9
Half Fence115575849.6%+1.6
Rectangle111595253.1%+4.2
Low Fence110555550.0%-1.6
Single Wall100514951.0%-0.4
Full Fence and Open51252649.0%-1.8

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
Walls74648.5%48.9%-0.4
No walls32851.5%51.2%+0.3

Walls against open: -0.7 points (95% range -7.1 to +5.7), p 0.827 — 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

ピーエス (Rank 37)2026/10/161551033.3%
ジャキる。 (Rank 34)2026/10/16112918.2%
ゲッパー (Rank 37)2026/10/161751229.4%
お~ちゃん (Rank 35)2026/10/121810855.6%
たあぼさん (Rank 38)2026/10/12107370.0%
kantoku (Rank 36)2026/10/111410471.4%
びすぽ! (Rank 35)2026/10/111661037.5%
くろね@のびしろF (Rank 35)2026/10/11119281.8%
ぬっき~@ (Rank 34)2026/10/05107370.0%
ヘニオ (Rank 33)2026/10/05149564.3%
ワクワク (Rank 34)2026/10/041611568.8%
lapislazuli (Rank 35)2026/09/27104640.0%
aona (Rank 36)2026/09/22156940.0%
nanbara (Rank 36)2026/09/22136746.1%
LEO (Rank 35)2026/08/24103730.0%
★闘将拉麵男★ (Rank 38)2026/08/20124833.3%
NORESPECT (Rank 33)2026/08/20157846.7%
フルレバ (Rank 35)2026/07/19138561.5%
ぷこ (Rank 37)2026/07/03104640.0%
ぱりぱり (Rank 38)2026/06/061331023.1%
漂泊の民回線ジプシー (Rank 32)2026/05/31147750.0%
Hi:D (Rank 35)2026/05/31115645.5%
攻擊型整人武器 (Rank 34)2026/04/23115645.5%
さみぃ_ANTARES (Rank 32)2026/04/211210283.3%
てーらい (Rank 31)2026/03/281110190.9%

Round openings

Aoi

Career
3,663–3,750 · 49.4%
This season
1,185 matches · 49.7%
Peak rank
37

First hit in 45.6% of 4,216 rounds. Won 52.7% of the rounds they struck first, 47.9% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 40.1% of rounds, against 34.3% in their other rounds.
  • Against Akira: backs off first in 35.3% of rounds, against 24.5% against everyone else.
  • After winning a round: attacks straight away in 38.9% of rounds, against 31.9% after losing one.
  • When behind: evades first in 9.1% of rounds, against 6.6% when ahead or level.
  • In round 1: opens with “crouch dash forward into 3P Hou'oushu” in 13.8% of rounds, against 8.5% in their other rounds.
  • Against Kage: opens with “66K Sou'unha” in 10.2% of rounds, against 4.2% against everyone else.
  • After winning a round: opens with “66K Sou'unha” in 7.4% of rounds, against 3.2% after losing one.
  • When ahead: opens with “66K Sou'unha” in 7.0% of rounds, against 3.5% when level or behind.

How is this tested?

crouch dash forward into Hou'oushu3P4209.8%
Sou'unha66K1934.5%
forward dash into forward, forward punch+kick+guard66P+K+G1804.2%
backdash into evade down1453.4%
Namigaeshi64P+K into punchP1252.9%
Koromoguruma66P1232.9%
forward dash into forward punch+kick+guard6P+K+G1162.7%
Koromoguruma66P into ShigureK+G1122.6%
crouch into Sodeshinken33P+K1062.5%
backdash into evade up1022.4%
Ouda6P+K1002.3%
Ouda6P+K into forward movement992.3%
Namigaeshi64P+K892.1%
Namigaeshi64P+K into Iwaodome64P+KP842.0%
Sodeshinken33P+K into ShigureK+G831.9%

357 further openings account for the other 2,198 rounds.

Counted from 1,048 of the 1,185 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
Akira32–33 · 49%13–11 · 54%too few to test
Jacky34–24 · 59%11–10 · 52%too few to test
Jeffry19–19 · 50%12–19 · 39%+13.5
Lau21–22 · 49%14–9 · 61%too few to test
Sarah27–22 · 55%9–6 · 60%too few to test
Wolf15–19 · 44%10–12 · 45%too few to test
Lion19–29 · 40%5–10 · 33%too few to test
Kage15–22 · 41%9–13 · 41%too few to test
Lei Fei27–8 · 77%12–4 · 75%too few to test
El Blaze11–19 · 37%8–8 · 50%too few to test
Pai21–21 · 50%2–5 · 29%too few to test
Brad21–14 · 60%7–7 · 50%too few to test
Goh14–17 · 45%8–6 · 57%too few to test
Jean17–17 · 50%7–4 · 64%too few to test
Shun10–17 · 37%5–8 · 38%too few to test
Aoi12–9 · 57%5–3 · 62%too few to test
Vanessa4–9 · 31%4–3 · 57%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.

137 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 (17 here; about 0.9 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 17 tests hold up