VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

strat-1202

  • Vanessa
  • Kage
  • Goh
  • Akira
  • Brad
  • Jeffry
  • Pai
  • Dural
Career matches342
Career win rate88.0%
Round win rate78.7%
Peak rank25
Distinct opponents36
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1580 #1,486 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

Aoi255047394.0%
Pai2250391178.0%
Kage234743491.5%
Jeffry204643393.5%
Akira234336783.7%
Goh233735294.6%
Vanessa213426876.5%
Brad213229390.6%
Dural16330100.0%

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

176 of 244 rounds counted

7.9 inputs a second (474 a minute) this season. Faster than 69% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa8.148362
Kage8.249531
Goh7.444230
Aoi7.645933
Brad7.947217
Dural10.06023

By opponent's character

Goh8.048048
Akira7.645440
Wolf8.14887
Aoi8.148616
Shun8.04816
Jacky8.953612
Sarah8.450714
Pai7.444611
Jean7.74638
Lau7.54536
Kage6.74015
Lei Fei7.84703

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

Goh1311284.6%-6.6
Akira1110190.9%-2.4
Wolf990100.0%+9.9
Aoi770100.0%+10.7
El Blaze660100.0%+7.3
Shun550100.0%+11.5
Jacky440100.0%+16.1
Sarah440100.0%+5.0
Pai32166.7%-22.6
Jean21150.0%-24.6
Lau21150.0%-20.3
Kage1010.0%-88.3
Lei Fei110100.0%+6.8
Lion110100.0%+6.8

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

Single Wall1413192.9%+5.3
Open1211191.7%-2.2
Rectangle86275.0%-8.3
Low Fence75271.4%-21.3
Breakable Half Fence660100.0%+9.5
Breakable Full Fence550100.0%+7.2
Octagon440100.0%+6.6
Full Fence and Open330100.0%+15.1
Half Fence330100.0%+14.3
Full Fence21150.0%-40.9

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
Walls2889.3%88.8%+0.5
No walls3387.9%90.8%-2.9

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

김멋있다 (Rank 22)2026/09/22440100.0%
チーム拓る ばくだん (Rank 17)2026/09/22440100.0%
時宣院日要 (Rank 21)2026/09/22110100.0%
cs2skoda (Rank 24)2026/09/11220100.0%
tamaneen (Rank 25)2026/09/11220100.0%
∞オロチ丸∞ (Rank 26)2026/09/11220100.0%
けつ毛バーガーking (Rank 17)2026/09/1154180.0%
カキツバタ (Rank 12)2026/09/11220100.0%
dalmax72 (Rank 21)2026/09/11220100.0%
イチゲン (Rank 27)2026/09/0421150.0%
CHASER (Rank 22)2026/08/17220100.0%
委員ちょ (Rank 22)2026/07/28220100.0%
uns/em (Rank 24)2026/07/2832166.7%
パニガーレ (Rank 23)2026/05/18220100.0%
ゅろぽ (Rank 24)2026/05/1821150.0%
VirtuaLi-on (Rank 21)2026/05/18220100.0%
EulerNapir (Rank 21)2026/05/17110100.0%
こう (Rank 16)2026/05/12440100.0%
Fuji_Atsuka (Rank 17)2026/05/05220100.0%
ツーツ (Rank 21)2026/04/26440100.0%
hiropo (Rank 25)2026/04/19220100.0%
6132da (Rank 18)2026/04/18220100.0%
Martin1833 (Rank 22)2026/04/12110100.0%
@RE:_BOOT_SEQUENCE_20251231@ (Rank 18)2026/04/12110100.0%
hyde.6010 (Rank 21)2026/04/12220100.0%

Round openings

Every character

Ouda6P+K114.5%
backdash into evade down114.5%
backdash into evade up93.7%
Offensive Style: forward movement into One TwoPP83.3%
forward movement into punchP83.3%
crouch dash forward into guardG72.9%
forward movement into Nirentotsu OuchuPPP72.9%
backdash into Sune Kudaki43P62.5%
forward dash into Jouho Touken6P62.5%
Hiji'ate6P52.0%
Offensive Style: backdash into Heel Kick6K+G52.0%
backdash into Karura4P+K52.0%
forward movement into ResshouPP52.0%
forward movement into SandangekiPPP52.0%
punchP52.0%

97 further openings account for the other 141 rounds.

Vanessa

Career
26–8 · 76.5%
This season
17 matches · 82.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: forward movement into One TwoPP812.9%
Offensive Style: backdash into Heel Kick6K+G58.1%
Defensive Style: Stinger Low Blow46.5%
Defensive Style: backdash into Heel Kick6K+G46.5%
Defensive Style: forward movement into Jab~BodyPP46.5%
Offensive Style: crouch dash back into guardG34.8%
Defensive Style: backdash into Stinger Low Blow1P+K23.2%
Defensive Style: backdash into evade down23.2%
Defensive Style: crouch dash forward into guardG23.2%
Offensive Style: backdash into evade up23.2%
Defensive Style: Shadow Slicer11.6%
Defensive Style: Shadow Slicer into Switch Left SlicerKK11.6%
Defensive Style: backdash into Back Knuckle6P11.6%
Defensive Style: backdash into evade up11.6%
Defensive Style: backdash into throwP+G11.6%

21 further openings account for the other 21 rounds.

Kage

Career
43–4 · 91.5%
This season
15 matches · 93.3%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into ResshouPP510.4%
forward movement into SandangekiPPP510.4%
forward movement into punchP510.4%
Hiji'uchi6P48.3%
ResshouPP into SandangekiPPP36.2%
backdash into Hagakure-ryu In Raijingeki46P+K36.2%
crouch dash forward into guardG36.2%
Rasen4P into backdash24.2%
backdash into evade up24.2%
Hagakure-ryu In Raijingeki46P+K12.1%
Hiji'uchi6P into Sokudan1P12.1%
Hiji'uchi6P into crouch12.1%
Rasen4P12.1%
Rasen Fujin3KP into Rasen Kouryujin3KPP12.1%
Ryubisen44K+G12.1%

10 further openings account for the other 10 rounds.

Aoi

Career
47–3 · 94.0%
This season
8 matches · 75.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ouda6P+K1133.3%
forward movement into Nirentotsu OuchuPPP721.2%
backdash into evade down412.1%
evade down into guardG26.1%
guardG26.1%
Chudan Hiji'ate6P into evade up13.0%
backdash into evade up13.0%
crouch dash back into evade down13.0%
crouch dash forward into evade down13.0%
evade down into crouch dash forward13.0%
forward dash into Ryoushi43P13.0%
forward movement into NirentotsuPP13.0%

Goh

Career
35–2 · 94.6%
This season
9 matches · 100.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sune Kudaki43P620.0%
Hiji'ate6P516.7%
backdash into Karura4P+K516.7%
punchP413.3%
backdash into evade down310.0%
Garyu66K26.7%
backdash into Soukyu46P13.3%
backward movement into evade up13.3%
crouch dash forward into guardG13.3%
forward dash into Tsukikage6K13.3%
guardG into Hiji'ate6P13.3%

Akira

Career
36–7 · 83.7%
This season
5 matches · 100.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into Jouho Touken6P627.3%
backdash into evade down313.6%
Rimon Chouchu66P into evade down29.1%
backdash into Jouho Senshou46P29.1%
backdash into evade up29.1%
Jouho Touken6P14.5%
Rimon Chouchu66P14.5%
crouch dash forward into throw escape14.5%
crouch into Souka Housui3P+K14.5%
forward dash into guardG14.5%
forward movement into punchP14.5%
guardG14.5%

Brad

Career
29–3 · 90.6%
This season
5 matches · 80.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Stop Kick4K317.6%
backdash into evade up317.6%
Dtee Sawk Dtrohng4P+K211.8%
backdash into throwP+G211.8%
Dtee Sawk Dtrohng4P+K into backdash15.9%
Elbow Hook6P15.9%
Sway Back4P+K+G into Jab StraightPP15.9%
crouch dash forward into forward movement15.9%
crouch dash forward into guardG15.9%
forward movement into Ten Kao6K15.9%
guardG15.9%

Jeffry

Career
43–3 · 93.5%
This season
5 matches · 100.0%
Peak rank
20

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Torpedo Head Butt4P+K320.0%
forward movement into Double KnucklePP320.0%
backdash into Megaton Knuckle43P+K213.3%
Ducking Low2K+G16.7%
Elbow Butt6P into Elbow Hammer6PP16.7%
Megaton Knuckle43P+K16.7%
backward movement into evade down16.7%
evade down into Destruction WaveK+G16.7%
forward dash into Full Swing Upper33P16.7%
punchP16.7%

Pai

Career
39–11 · 78.0%
This season
4 matches · 100.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into RenshouPP428.6%
Senchuken6P214.3%
crouch dash forward into guardG214.3%
forward movement into punchP214.3%
backdash into Honrakukyaku46K+G17.1%
backdash into Koutankyaku66K17.1%
crouch into evade down17.1%
punchP into RenkentaiPK17.1%

Dural

Career
3–0 · 100.0%
This season
1 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hi'en Tankyaku9K133.3%
backdash into evade up133.3%
forward movement into One TwoPP133.3%

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

  • Vanessa: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Dural: not tested (too few rounds)