VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Aoi

glass055kind

  • Akira
  • Kage
  • Wolf
  • Jacky
  • Jeffry
  • Pai
  • Lau
  • El Blaze
  • Jean
  • Lei Fei
Career matches935
Career win rate57.8%
Round win rate63.2%
Peak rank24
Distinct opponents40
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1326 #3,020 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

Aoi2435318616752.7%
Akira22147796853.7%
Jacky2291593264.8%
Kage2285473855.3%
Jeffry2281522964.2%
Pai2272492368.1%
Wolf2261451673.8%
Lei Fei161961331.6%
El Blaze16127558.3%
Lau16128466.7%
Jean16220100.0%

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

283 of 283 rounds counted

7.5 inputs a second (450 a minute) this season. Faster than 60% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.249376
Kage7.344158
Wolf6.136832
Jacky8.048028
Aoi7.746529
Jeffry7.243328
Pai6.941713
Lau7.44458
El Blaze6.13664
Jean9.25523
Lei Fei7.44464

By opponent's character

Aoi7.444679
Eileen7.444627
Akira7.846624
Jean7.645424
Lau7.846919
Pai8.048219
Sarah7.846815
Shun7.545214
Brad7.243213
Kage6.941612
Jacky7.746010
Lion7.74609
Wolf7.24316
El Blaze6.94133
Jeffry6.43864
Taka6.94135

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

Aoi2217577.3%+5.0
Eileen880100.0%+28.4
Akira770100.0%+37.0
Jean63350.0%-16.5
Lau53260.0%-4.0
Pai41325.0%-37.5
Sarah42250.0%-19.6
Shun43175.0%+7.2
Brad31233.3%-27.4
Kage330100.0%+35.8
Jacky2020.0%-52.2
Lion21150.0%-22.9
Wolf21150.0%-12.1
El Blaze110100.0%+25.7
Jeffry1010.0%-41.1
Taka1010.0%-58.1

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

Breakable Half Fence128466.7%-6.3
Breakable Full Fence105550.0%-21.1
Full Fence97277.8%+17.4
Octagon86275.0%+6.7
Open73442.9%-28.1
Rectangle75271.4%+7.9
Low Fence65183.3%+13.9
Full Fence and Open54180.0%+4.0
Single Wall53260.0%-4.4
Half Fence43175.0%+16.0

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
Walls5068.0%67.0%+1.0
No walls1861.1%67.9%-6.8

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

委員ちょ@レバーレス練 (Rank 21)2026/10/182117481.0%
shinkita (Rank 24)2026/10/171010.0%
anachan194 (Rank 24)2026/10/171010.0%
tama (Rank 23)2026/10/16110100.0%
MAXマンピー (Rank 21)2026/10/15770100.0%
サーちゃん (Rank 22)2026/10/13110100.0%
y.o.y (Rank 22)2026/10/13110100.0%
shizuhachan (Rank 18)2026/10/1343175.0%
Q (Rank 25)2026/10/12110100.0%
時宣院日要 (Rank 21)2026/10/081010.0%
김멋있다 (Rank 22)2026/10/02330100.0%
みらめたる (Rank 22)2026/10/0232166.7%
三輪ですが@SRGM (Rank 24)2026/09/271010.0%
ゅろぽ (Rank 23)2026/09/23110100.0%
yasai (Rank 22)2026/09/22220100.0%
2month (Rank 24)2026/09/161010.0%
ttfour@サラしかできないw (Rank 21)2026/09/1221150.0%
ぬ (Rank 21)2026/09/06110100.0%
super-yellow-monkey (Rank 21)2026/09/05110100.0%
naska3th (Rank 26)2026/09/051010.0%
安全パイ (Rank 25)2026/09/041010.0%
Wednesday (Rank 13)2026/09/021010.0%
ShadowKey_77X!Rise (Rank 21)2026/08/31110100.0%
minato (Rank 21)2026/08/31110100.0%
ばくちーラウ (Rank 21)2026/08/31110100.0%

Round openings

Every character

evade down into guardG4925.6%
evade up into guardG168.4%
evade up into crouch dash forward52.6%
evade up into evade down52.6%
evade down into punchP42.1%
evade up42.1%
Souka Housui3P+K31.6%
Souka Housui3P+K into guardG31.6%
evade down into Beat KnuckleP+K31.6%
evade down into Souka Housui3P+K31.6%
evade down into throwP+G31.6%
evade up into Koboku214P31.6%
evade up into Souka Housui3P+K31.6%
throwP+G31.6%
Arrow Knuckle3P21.1%

73 further openings account for the other 82 rounds.

Counted from 51 of the 73 matches played. The rest were not pulled for openings.

Akira

Career
79–68 · 53.7%
This season
20 matches · 65.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG1120.8%
evade up into guardG59.4%
evade up into evade down47.5%
Souka Housui3P+K35.7%
Souka Housui3P+K into guardG35.7%
evade down into Souka Housui3P+K35.7%
evade up35.7%
evade up into Koboku214P35.7%
evade up into Souka Housui3P+K35.7%
evade down into throwP+G23.8%
evade up into crouch dash forward23.8%
crouch into Souka Housui3P+K11.9%
crouch into guardG11.9%
evade down11.9%
evade down into Geimon Tessen46P+K+G11.9%

7 further openings account for the other 7 rounds.

Counted from 14 of the 20 matches played. The rest were not pulled for openings.

Wolf

Career
45–16 · 73.8%
This season
9 matches · 77.8%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG928.1%
Arrow Knuckle3P26.2%
crouch into Arrow Knuckle3P26.2%
evade down into Knee Lift6K26.2%
Arrow Knuckle3P into forward dash13.1%
Arrow Knuckle3P into guardG13.1%
Arrow Knuckle3P into throwP+G13.1%
Low Drop Kick62K13.1%
Low Smash2K13.1%
R.A.W. AvengerP+K+G into backward movement13.1%
Savate4K13.1%
Screw Hook63214P into Screw Lariat63214PP13.1%
crouch into Low Smash2K13.1%
evade down into Arrow Knuckle3P13.1%
evade down into Short Shoulder46P+K13.1%

6 further openings account for the other 6 rounds.

Jacky

Career
59–32 · 64.8%
This season
8 matches · 75.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG1035.7%
evade up into guardG414.3%
evade down into Beat KnuckleP+K310.7%
evade up into Beat KnuckleP+K27.1%
evade up into Double Back Knuckle4PP27.1%
Middle Smash6P13.6%
Slant Back Knuckle1P into Rage Kick1PK13.6%
Spinning Back Knuckle4P into Spinning Arm Kick4PK13.6%
backward movement into Beat KnuckleP+K13.6%
evade down into Rage Kick1PK13.6%
guardG into Beat KnuckleP+K13.6%
guardG into evade down13.6%

Aoi

Career
186–167 · 52.7%
This season
7 matches · 57.1%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG728.0%
evade up into crouch dash forward312.0%
Tenchi In'youP+K+G28.0%
evade down into Hou'oushu3P28.0%
throwP+G28.0%
Chudan Hiji'ate6P into throwP+G14.0%
Hou'oushu3P into throwP+G14.0%
Ouda6P+K into Oushu Hiji'ate6P+KP14.0%
crouch14.0%
evade down into Nami'okoshi3K+G14.0%
evade up into Gedan Shouda2P14.0%
evade up into crouch14.0%
evade up into guardG14.0%
guardG into evade up14.0%

Counted from 6 of the 7 matches played. The rest were not pulled for openings.

Kage

Career
47–38 · 55.3%
This season
15 matches · 66.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG522.7%
Tsumujigeri2K+G29.1%
evade down into punchP29.1%
Hagakure-ryu You Jumonji KamaeP+K+G into backward movement14.5%
Rakujin Gaeri44P into crouch14.5%
Ryubisen44K+G into crouch14.5%
Senpujin2P+K into Hagakure-ryu You Jumonji KamaeP+K+G14.5%
backdash into Shippuzan3PP14.5%
crouch into Shippuzan3PP14.5%
evade down into Shippuzan3PP14.5%
evade up into Shippuzan3PP14.5%
evade up into Tsumujigeri2K+G14.5%
evade up into crouch14.5%
evade up into guardG14.5%
guardG into Shippuzan3PP14.5%

1 further openings account for the other 1 rounds.

Counted from 6 of the 15 matches played. The rest were not pulled for openings.

Jeffry

Career
52–29 · 64.2%
This season
7 matches · 85.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG533.3%
Ducking Low2K+G16.7%
Middle Hell Stab6P+K16.7%
backward movement into crouch16.7%
crouch into Ducking Low2K+G16.7%
evade down into punchP16.7%
evade up into Ducking Low2K+G16.7%
evade up into Grizzly Hammer1PP16.7%
evade up into Knee Attack6K16.7%
evade up into Sunlit Body Upper3P+K16.7%
evade up into guardG16.7%

Counted from 4 of the 7 matches played. The rest were not pulled for openings.

Pai

Career
49–23 · 68.1%
This season
4 matches · 75.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senchuken6P120.0%
Souanshou3P+K into guardG120.0%
backward movement into evade down120.0%
evade down into guardG120.0%
evade down into throwP+G120.0%

Counted from 1 of the 4 matches played. The rest were not pulled for openings.

El Blaze

Career
7–5 · 58.3%
This season
1 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Backswing Rocket1P+K125.0%
evade down into Backswing Rocket1P+K125.0%
evade down into punchP125.0%
evade up into guardG125.0%

Lei Fei

Career
6–13 · 31.6%
This season
1 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into guardG250.0%
evade down into SokutankyakuK+G125.0%
punchP into Toushou66P125.0%

Jean

Career
2–0 · 100.0%
This season
1 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG133.3%
evade up133.3%
evade up into guardG133.3%

Not counted here: Lau. Their matches were not pulled for openings.

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)
  • Wolf: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Jean: not tested (too few rounds)