VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Aoi

rich.tapestry

Career matches8,000
Career win rate50.4%
Round win rate51.5%
Peak rank33
Distinct opponents151
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1627 #1,183 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

Aoi338,0004,0343,96650.4%

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

3,283 of 3,412 rounds counted

5.0 inputs a second (300 a minute) this season. Faster than 2% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.03003,283

By opponent's character

Jacky5.0300472
Pai4.9292409
Shun4.9292388
Lei Fei5.0297197
Sarah5.0297223
Brad5.4326195
Jeffry5.2310197
Akira5.1304183
Vanessa4.7281174
Lion5.0298152
Goh5.1306118
Jean4.9295114
El Blaze5.2313117
Lau5.332075
Wolf5.331965
Dural5.432267
Aoi4.828860
Taka5.231045
Kage4.728429
Eileen6.84073

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

Jacky127794862.2%+14.6
Pai111535847.8%-12.4
Shun94286629.8%-13.5
Lei Fei60382263.3%+8.2
Sarah56352162.5%+10.5
Brad52361669.2%+11.7
Jeffry51292256.9%+8.7
Akira45222348.9%-9.1
Vanessa45103522.2%-18.2
Lion39201951.3%-2.1
Goh32161650.0%-4.4
Jean31211067.7%+2.2
El Blaze30151550.0%-4.0
Lau2516964.0%+6.6
Wolf1871138.9%-12.2
Dural1714382.3%+33.3
Aoi1610662.5%-1.6
Taka125741.7%-16.2
Kage71614.3%-21.8
Eileen330100.0%+19.6

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 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

Half Fence108585053.7%+0.7
Rectangle103406338.8%-11.4
Octagon97574058.8%+6.3
Open96544256.2%+2.2
Breakable Half Fence82433952.4%+0.1
Breakable Full Fence81463556.8%+3.4
Low Fence81443754.3%-0.8
Single Wall78364246.1%-4.4
Full Fence76393751.3%+0.0
Full Fence and Open37221559.5%+9.2

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
Walls54751.7%52.1%-0.3
No walls25552.5%53.3%-0.7

Walls against open: +0.4 points (95% range -7.7 to +8.4), p 0.926 — 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

The8thOne (Rank 29)2026/10/1733201360.6%
HARLEMKNIGHT116 (Rank 34)2026/10/161951426.3%
NoOneSpecific (Rank 32)2026/10/16124833.3%
fivey70 (Rank 25)2026/10/16128466.7%
MashPotatoTower (Rank 28)2026/10/161991047.4%
Jiikae (Rank 32)2026/10/071991047.4%
Gold---Mole (Rank 28)2026/10/061210283.3%
j_remover (Rank 33)2026/09/262161528.6%
ShooterMcJacky (Rank 26)2026/09/263122971.0%
leefung._ (Rank 32)2026/09/262371630.4%
LuBuMBX (Rank 29)2026/09/261513286.7%
Wodin (Rank 26)2026/09/19119281.8%
suna19 (Rank 32)2026/09/132432112.5%
Anger™ (Rank 30)2026/09/09135838.5%
GeneXDemon (Rank 30)2026/09/05104640.0%
Scorcho (Rank 29)2026/09/05114736.4%
CeMoi3333 (Rank 26)2026/09/0524141058.3%
seedash (Rank 33)2026/09/0240103025.0%
KingSeti88 (Rank 33)2026/08/30103730.0%
Da-Goat-Pawn (Rank 31)2026/08/3021101147.6%
Kungfuhustle99 (Rank 30)2026/08/03126650.0%
JAWattack (Rank 31)2026/07/171914573.7%
JinNC (Rank 29)2026/07/16125741.7%
hgamery (Rank 32)2026/06/30106460.0%
NOS75000 (Rank 31)2026/06/30104640.0%

Round openings

Aoi

Career
4,034–3,966 · 50.4%
This season
871 matches · 52.6%
Peak rank
33

First hit in 44.1% of 3,097 rounds. Won 55.7% of the rounds they struck first, 47.0% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 58.3% of rounds, against 46.9% in their other rounds.
  • Against Shun: evades first in 34.5% of rounds, against 12.9% against everyone else.
  • On Rectangle stages: waits first in 19.0% of rounds, against 5.3% on the other stages.
  • After opening the round before by backing off: backs off first in 57.1% of rounds, against 36.0% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 1.7% of rounds, against 0.6% after anything else.
  • After winning a round: attacks straight away in 36.1% of rounds, against 20.8% after losing one.
  • When behind: evades first in 25.8% of rounds, against 10.8% when ahead or level.
  • In round 1: opens with “backdash into backward movement” in 22.1% of rounds, against 15.7% in their other rounds.
  • Against Shun: opens with “evade up” in 10.6% of rounds, against 3.9% against everyone else.
  • On Low Fence stages: opens with “backdash into backward movement” in 25.5% of rounds, against 16.7% on the other stages.
  • After opening the round before with “evade up”: opens with “evade up” in 23.1% of rounds, against 4.1% after anything else.
  • After losing a round: opens with “evade up” in 8.2% of rounds, against 1.7% after winning one.
  • When behind: opens with “evade up” in 9.8% of rounds, against 2.1% when ahead or level.

How is this tested?

backdash into backward movement54217.4%
backdash into guardG34911.2%
backdash into Ryusen3P+K1514.8%
evade up1454.7%
Kusanagi2K+G1023.3%
backdash into Ogamigeri4K+G943.0%
Ouda6P+K933.0%
evade down792.5%
Tenchi In'youP+K+G762.4%
guardG762.4%
Shinchuzuki (Deflect)236P+K752.4%
backdash into Kusanagi2K+G571.8%
Jousei Ryusenshou214P+K541.7%
backdash into Inshou43P+K531.7%
Ogamigeri4K+G441.4%

184 further openings account for the other 1,130 rounds.

Counted from 796 of the 871 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
Jacky45–27 · 62%27–19 · 59%+0.8
Pai23–32 · 42%14–17 · 45%too few to test
Shun21–41 · 34%4–16 · 20%too few to test
Lei Fei21–12 · 64%7–9 · 44%too few to test
Sarah23–14 · 62%10–7 · 59%too few to test
Jeffry21–18 · 54%1–2 · 33%too few to test
Akira7–10 · 41%9–11 · 45%too few to test
Vanessa3–20 · 13%4–7 · 36%too few to test
Lion18–16 · 53%0–3 · 0%too few to test
Goh11–8 · 58%5–4 · 56%too few to test
Jean15–8 · 65%3–0 · 100%too few to test
Brad15–5 · 75%5–2 · 71%too few to test
El Blaze5–10 · 33%8–5 · 62%too few to test
Lau8–6 · 57%6–3 · 67%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.

75 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 (18 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: 13 of 18 tests hold up