VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

komainu

Career matches1,388
Career win rate50.6%
Round win rate50.2%
Peak rank28
Distinct opponents255
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1402 #2,647 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

Aoi281,38870368550.6%

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

1,254 of 1,653 rounds counted

7.2 inputs a second (430 a minute) this season. Faster than 50% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi7.24301,254

By opponent's character

Akira7.6455186
Wolf6.941394
Jacky7.1426117
Sarah6.8408101
Aoi7.243065
Jeffry7.343786
Lion7.243496
Shun7.243571
El Blaze7.142749
Goh7.343852
Pai7.243367
Kage6.840762
Jean7.142855
Lau7.444233
Vanessa7.343725
Brad7.544823
Eileen6.740036
Lei Fei7.142822
Taka7.041914

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

Akira65402561.5%+10.0
Wolf42132930.9%-15.5
Jacky32171553.1%+5.9
Sarah32161650.0%+1.9
Aoi29161355.2%+2.1
Jeffry2617965.4%+14.6
Lion24121250.0%-3.8
Shun24111345.8%-9.1
El Blaze22111150.0%-5.0
Goh2191242.9%-13.2
Pai1910952.6%-4.8
Kage167943.8%+4.5
Jean135838.5%-8.1
Lau137653.9%+5.3
Vanessa105550.0%-6.3
Brad85362.5%+20.6
Eileen87187.5%+26.9
Lei Fei74357.1%-0.7
Taka41325.0%-33.2
Dural2020.0%-34.6

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Single Wall57342359.6%+8.9
Half Fence46202643.5%-9.1
Breakable Half Fence45252055.6%+1.5
Octagon44192543.2%-7.5
Breakable Full Fence38191950.0%-0.6
Low Fence38221657.9%+5.4
Open37211656.8%+5.7
Rectangle35181751.4%+1.7
Full Fence31151648.4%+1.6
Full Fence and Open29131644.8%-4.1

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
Walls23948.5%50.7%-2.2
No walls13258.3%52.1%+6.2

Walls against open: -8.4 points (95% range -18.7 to +1.9), p 0.111 — 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

crazy7infinty (Rank 27)2026/10/114040.0%
koiketyan (Rank 27)2026/10/05118372.7%
UMAGON (Rank 30)2026/09/3064266.7%
pri3_jpn (Rank 26)2026/09/3051420.0%
あ (Rank 28)2026/09/3032166.7%
ni-ku-ji-ru (Rank 28)2026/09/2741325.0%
NEKOz (Rank 28)2026/09/2731233.3%
CELIS (Rank 29)2026/09/08440100.0%
ドクダミふぇーい// (Rank 31)2026/09/0632166.7%
釜猫 (Rank 27)2026/09/0643175.0%
tsuna-sand274 (Rank 27)2026/08/31330100.0%
BANANA (Rank 29)2026/08/3041325.0%
ぼっち.ぼ~る (Rank 26)2026/08/2732166.7%
rikiyan-999 (Rank 28)2026/08/1753260.0%
orachau (Rank 28)2026/08/1741325.0%
ボブソン (Rank 27)2026/08/1751420.0%
yagio130r (Rank 24)2026/08/17440100.0%
FreddieKing (Rank 35)2026/08/0531233.3%
ほーげつ (Rank 27)2026/07/1942250.0%
misoazy (Rank 28)2026/07/1341325.0%
MATSUNAGAAKIRA.REBOOT (Rank 25)2026/07/0632166.7%
yasai (Rank 23)2026/05/2654180.0%
neco (Rank 21)2026/05/25330100.0%
しょう (Rank 22)2026/05/1264266.7%
Nox (Rank 24)2026/04/1931233.3%

Round openings

Aoi

Career
703–685 · 50.6%
This season
417 matches · 51.1%
Peak rank
28

First hit in 53.5% of 1,587 rounds. Won 53.4% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

  • In round 2: moves in first in 37.2% of rounds, against 28.9% in their other rounds.
  • Against Wolf: waits first in 6.9% of rounds, against 0.9% against everyone else.
  • On Open stages: waits first in 4.9% of rounds, against 1.1% on the other stages.
  • After opening the round before by backing off: moves in first in 39.9% of rounds, against 25.1% after anything else.
  • When the score is level: moves in first in 34.9% of rounds, against 31.4% when ahead or behind.
  • After landing the first hit of the round before: backs off first in 46.5% of rounds, against 41.5% after being hit first.
  • In round 1: opens with “backdash into evade up” in 21.1% of rounds, against 12.5% in their other rounds.
  • Against Pai: opens with “backdash into evade up” in 33.8% of rounds, against 13.8% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “forward movement into P punch” in 28.9% of rounds, against 19.8% after anything else.
  • After losing a round: opens with “backdash into evade up” in 15.4% of rounds, against 9.3% after winning one.
  • When the score is level: opens with “forward movement into P punch” in 24.7% of rounds, against 20.7% when ahead or behind.

How is this tested?

forward movement into punchP29318.3%
backdash into evade up23414.6%
crouch dash back into Hou'oushu3P774.8%
forward movement into NirentotsuPP744.6%
Sou'unha66K694.3%
backdash into Sodeshinken33P+K432.7%
crouch dash back into evade up362.2%
forward dash into guardG342.1%
backward movement into evade up281.8%
evade up into crouch dash forward261.6%
evade down into Hou'oushu3P251.6%
crouch dash back into Sou'unha66K241.5%
evade down241.5%
crouch dash back into evade down211.3%
backdash into Sou'unha66K201.2%

157 further openings account for the other 571 rounds.

Counted from 403 of the 417 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
Akira21–16 · 57%11–8 · 58%too few to test
Wolf7–16 · 30%4–9 · 31%too few to test
Sarah8–10 · 44%6–2 · 75%too few to test
Jacky10–7 · 59%7–6 · 54%too few to test
Aoi9–9 · 50%7–4 · 64%too few to test
Jeffry11–7 · 61%4–2 · 67%too few to test
Shun8–7 · 53%3–6 · 33%too few to test
El Blaze4–6 · 40%6–1 · 86%too few to test
Lion5–6 · 45%5–5 · 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.

14 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 (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: 11 of 16 tests hold up