VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Aoi

omiso345

Career matches1,320
Career win rate51.9%
Round win rate51.4%
Peak rank29
Distinct opponents278
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1433 #2,449 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

Aoi291,32068563551.9%

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

2,717 of 2,717 rounds counted

6.0 inputs a second (361 a minute) this season. Faster than 19% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.03612,717

By opponent's character

Jacky6.0362341
Akira5.9356338
Wolf6.3378298
Shun6.0358202
Pai6.1363164
Kage5.8347139
Lau6.2372136
Lion5.9353142
Aoi6.1368137
Goh5.9355118
Jeffry6.1365118
Sarah5.834897
Brad6.036080
El Blaze6.237180
Jean6.035977
Lei Fei5.935475
Vanessa6.036362
Eileen5.835059
Taka6.136539
Dural6.136415

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

Jacky85424349.4%-3.4
Akira82453754.9%+0.3
Wolf74324243.2%-5.0
Shun51282354.9%+1.4
Pai44271761.4%+7.4
Kage35211460.0%+7.5
Lau35181751.4%+1.8
Lion35181751.4%+1.7
Aoi34191555.9%-1.6
Goh30181260.0%+8.2
Jeffry28121642.9%-6.8
Sarah24111345.8%-0.5
Brad2115671.4%+21.6
El Blaze1910952.6%+3.6
Jean189950.0%+1.7
Lei Fei1871138.9%-7.9
Vanessa1611568.8%+15.6
Eileen1441028.6%-24.7
Taka92722.2%-30.0
Dural4040.0%-51.6

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.

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

Open84424250.0%-5.8
Rectangle79433654.4%+2.4
Breakable Full Fence74433158.1%+4.2
Low Fence72363650.0%-0.4
Octagon72373551.4%+1.9
Single Wall65353053.9%+2.6
Full Fence63313249.2%+0.0
Half Fence57302752.6%+4.5
Breakable Half Fence54262848.1%-4.8
Full Fence and Open27161159.3%+9.2

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls39952.6%51.2%+1.4
No walls22151.1%52.5%-1.4

Walls against open: +2.8 points (95% range -5.5 to +11.1), p 0.510 — 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

弾丸(だんまる) (Rank 27)2026/10/15124833.3%
sawanoturu (Rank 26)2026/10/15118372.7%
gin-chaman (Rank 29)2026/10/1551420.0%
TAIDADA (Rank 28)2026/10/1574357.1%
はね (Rank 31)2026/10/1564266.7%
yagio130r (Rank 25)2026/10/1554180.0%
BANANA (Rank 30)2026/10/1472528.6%
aoken03_jpn (Rank 26)2026/10/14770100.0%
みお@Xyz (Rank 25)2026/10/1454180.0%
tsuna-sand274 (Rank 27)2026/10/1353260.0%
temp002 (Rank 30)2026/10/1061516.7%
いそじぇい (Rank 27)2026/10/1085362.5%
itikawanaoki (Rank 26)2026/10/0954180.0%
osaka_mouko4649 (Rank 27)2026/10/0953260.0%
こて (Rank 29)2026/10/0772528.6%
neco (Rank 24)2026/10/0664266.7%
Lucifer-1971 (Rank 24)2026/10/0254180.0%
鳩男 (Rank 29)2026/09/2753260.0%
yoshi21cc (Rank 28)2026/09/2672528.6%
NEKOz (Rank 26)2026/09/1663350.0%
オージ (Rank 28)2026/09/1061516.7%
hahaha (Rank 27)2026/08/3165183.3%
廿撚二 (Rank 23)2026/08/2675271.4%
Green_Tea_No26 (Rank 26)2026/08/2272528.6%
Fuji-Atsuka (Rank 16)2026/08/18990100.0%

Round openings

Aoi

Career
685–635 · 51.9%
This season
676 matches · 51.6%
Peak rank
29

First hit in 55.1% of 1,942 rounds. Won 56.2% of the rounds they struck first, 48.7% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 75.5% of rounds, against 59.0% in their other rounds.
  • Against Shun: evades first in 25.2% of rounds, against 6.5% against everyone else.
  • After losing a round: moves in first in 9.2% of rounds, against 1.8% after winning one.
  • When behind: moves in first in 7.6% of rounds, against 3.9% when ahead or level.
  • In round 1: opens with “PP Nirentotsu into PPP Nirentotsu Ouchu” in 26.6% of rounds, against 12.6% in their other rounds.
  • After opening the round before with “crouch dash back into crouch”: opens with “66K Sou'unha” in 22.4% of rounds, against 8.9% after anything else.
  • After losing a round: opens with “2K+G Kusanagi” in 7.0% of rounds, against 3.0% after winning one.
  • When behind: opens with “2K+G Kusanagi” in 7.8% of rounds, against 3.5% when ahead or level.

How is this tested?

NirentotsuPP into Nirentotsu OuchuPPP31416.1%
Sou'unha66K1688.6%
crouch dash back into Hou'oushu3P1648.4%
Kusanagi2K+G1085.5%
crouch dash back into crouch1005.1%
Ouda6P+K954.9%
Kusanagi2K+G into Tenchi In'youP+K+G834.2%
punchP633.2%
Sayo'arashiP+K412.1%
Shinchuzuki (Deflect)236P+K412.1%
crouch dash forward into Hou'oushu3P371.9%
punchP into NirentotsuPP371.9%
Chudan Hiji'ate6P321.6%
kickK311.6%
crouch dash back into evade down291.5%

179 further openings account for the other 608 rounds.

Counted from 489 of the 676 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
Jacky14–13 · 52%18–16 · 53%too few to test
Akira27–14 · 66%9–7 · 56%too few to test
Wolf11–13 · 46%11–11 · 50%too few to test
Shun10–9 · 53%10–8 · 56%too few to test
Pai14–7 · 67%6–1 · 86%too few to test
Lion11–8 · 58%6–4 · 60%too few to test
Lau8–5 · 62%5–7 · 42%too few to test
Kage9–3 · 75%9–3 · 75%too few to test
Aoi9–7 · 56%1–3 · 25%too few to test
Jeffry4–4 · 50%4–2 · 67%too few to test
Sarah7–6 · 54%2–2 · 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.

187 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