VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Aoi

lunastone

Career matches3,014
Career win rate50.1%
Round win rate50.9%
Peak rank27
Distinct opponents464
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1370 #2,808 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

Aoi273,0141,5091,50550.1%

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

4,679 of 4,679 rounds counted

5.7 inputs a second (339 a minute) this season. Faster than 10% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.73394,679

By opponent's character

Akira5.6334842
Wolf5.9352378
Shun5.9355346
Jacky5.8345334
Pai5.6336293
Goh6.0363288
Aoi5.7340264
Brad5.7339243
Jean5.5331208
Jeffry5.6338221
Sarah5.7344212
Lau5.6337191
Kage5.3318178
Lion5.3316149
El Blaze5.6336110
Lei Fei5.1309110
Eileen5.1308102
Taka5.633998
Vanessa5.533297
Dural6.337815

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

Akira2141159953.7%+0.1
Wolf96445245.8%-1.0
Shun88474153.4%+4.6
Jacky85414448.2%-3.1
Pai76373948.7%-2.6
Goh74363848.6%-3.0
Aoi67363153.7%+1.1
Brad60283246.7%-2.6
Jean54243044.4%-2.8
Jeffry53262749.1%+3.6
Sarah53312258.5%+7.0
Lau48252352.1%-0.4
Kage46262056.5%+6.5
Lion41261563.4%+9.7
El Blaze27151255.6%-2.5
Lei Fei27111640.7%-8.8
Eileen2681830.8%-13.6
Taka23101343.5%-2.0
Vanessa2315865.2%+4.3
Dural31233.3%-8.1

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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 Fence154718346.1%-5.2
Full Fence129557442.6%-8.7
Octagon124705456.5%+4.4
Breakable Half Fence122576546.7%-3.7
Rectangle117625553.0%+1.3
Open113516245.1%-4.5
Breakable Full Fence102594357.8%+10.9
Single Wall100554555.0%+4.0
Low Fence88513758.0%+4.7
Full Fence and Open57292850.9%-1.1

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
Walls74850.0%50.6%-0.6
No walls30152.2%51.2%+1.0

Walls against open: -1.6 points (95% range -9.5 to +6.3), p 0.695 — 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

masabon734 (Rank 26)2026/10/18102820.0%
pulpul-pulse (Rank 27)2026/10/1861516.7%
ER_higante (Rank 28)2026/09/2962433.3%
エルモchYT★プなれ★ (Rank 29)2026/09/2471614.3%
김치 (Rank 23)2026/09/1497277.8%
massaka_summer (Rank 26)2026/09/1474357.1%
jqy911 (Rank 23)2026/09/14880100.0%
ryu2811 (Rank 26)2026/09/132051525.0%
a_h_i_k_o (Rank 29)2026/09/13169756.2%
ありがとナス (Rank 27)2026/09/136060.0%
ゅろぽ (Rank 24)2026/09/1372528.6%
정신건강의학과 (Rank 29)2026/09/0783537.5%
osaka_mouko4649 (Rank 25)2026/09/0675271.4%
たけし (Rank 26)2026/08/31115645.5%
桃之助 (Rank 23)2026/08/2476185.7%
SakuRa (Rank 23)2026/08/2483537.5%
Darth_JE (Rank 27)2026/08/238080.0%
6132da (Rank 23)2026/08/1865183.3%
a032682 (Rank 27)2026/08/172732411.1%
omuretukun (Rank 22)2026/07/0976185.7%
NEKOz (Rank 24)2026/07/0586275.0%
[Garnet]agingcurvedAjeossi (Rank 25)2026/07/0362433.3%
suke072st (Rank 22)2026/06/2565183.3%
moon4light (Rank 24)2026/06/2184450.0%
ヘビ吉 (Rank 15)2026/06/03660100.0%

Round openings

Aoi

Career
1,509–1,505 · 50.1%
This season
1,184 matches · 50.8%
Peak rank
27

First hit in 50.1% of 4,524 rounds. Won 55.2% of the rounds they struck first, 46.9% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 59.2% of rounds, against 50.3% in their other rounds.
  • Against Sarah: backs off first in 57.0% of rounds, against 37.9% against everyone else.
  • On Rectangle stages: attacks straight away in 70.2% of rounds, against 50.9% on the other stages.
  • After opening the round before by attacking: attacks straight away in 63.4% of rounds, against 45.5% after anything else.
  • After losing a round: backs off first in 49.3% of rounds, against 24.8% after winning one.
  • When behind: backs off first in 48.5% of rounds, against 29.7% when ahead or level.
  • In round 4 or later: opens with “6P+K Ouda” in 19.8% of rounds, against 11.7% in their other rounds.
  • Against Eileen: opens with “backdash into G guard” in 42.7% of rounds, against 24.8% against everyone else.
  • On Rectangle stages: opens with “6P+K Ouda” in 22.6% of rounds, against 12.9% on the other stages.
  • After opening the round before with “backdash into G guard”: opens with “backdash into G guard” in 32.4% of rounds, against 20.0% after anything else.
  • After losing a round: opens with “backdash into G guard” in 32.4% of rounds, against 14.5% after winning one.
  • When behind: opens with “backdash into G guard” in 32.6% of rounds, against 17.8% when ahead or level.

How is this tested?

backdash into guardG1,14425.1%
Ouda6P+K62413.7%
Tenchi In'youP+K+G2625.8%
Kusanagi2K+G2244.9%
backdash2044.5%
punchP into backward movement1783.9%
backdash into Kusanagi2K+G1723.8%
punchP1132.5%
Chudan Hiji'ate6P into Tsumujisakura6PP1052.3%
punchP into NirentotsuPP982.1%
punchP into backdash952.1%
backdash into throw escape811.8%
down-back kick+guard1K+G781.7%
punchP into Tsumujisakura6PP781.7%
guardG into Tenchi In'youP+K+G771.7%

143 further openings account for the other 1,016 rounds.

Counted from 1,151 of the 1,184 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
Akira72–53 · 58%33–30 · 52%+4.2
Wolf23–36 · 39%12–12 · 50%too few to test
Shun25–26 · 49%16–11 · 59%too few to test
Jacky23–32 · 42%9–8 · 53%too few to test
Pai15–19 · 44%12–15 · 44%too few to test
Goh28–28 · 50%4–8 · 33%too few to test
Aoi19–18 · 51%14–5 · 74%too few to test
Brad23–23 · 50%2–8 · 20%too few to test
Jeffry16–18 · 47%10–7 · 59%too few to test
Sarah14–10 · 58%8–7 · 53%too few to test
Lau19–16 · 54%2–4 · 33%too few to test
Jean17–13 · 57%4–10 · 29%too few to test
Kage18–16 · 53%5–1 · 83%too few to test
Lion23–7 · 77%3–2 · 60%too few to test
El Blaze5–6 · 45%10–4 · 71%too few to test
Lei Fei8–10 · 44%2–6 · 25%too few to test
Eileen4–14 · 22%0–0 · —too few to test
Vanessa5–7 · 42%5–0 · 100%too few to test
Taka7–8 · 47%3–1 · 75%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.

33 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: 12 of 18 tests hold up