VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Aoi

くまきの

Career matches1,184
Career win rate55.0%
Round win rate50.8%
Peak rank30
Distinct opponents98
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1448 #2,359 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

Aoi301,18465153355.0%

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

1,174 of 1,174 rounds counted

5.8 inputs a second (345 a minute) this season. Faster than 12% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.83451,174

By opponent's character

Jacky6.1364144
Akira5.8346115
Shun5.6338104
Wolf5.734484
Aoi5.633480
Jeffry5.533375
Goh6.136669
Sarah6.136667
Lion5.533064
Vanessa5.834763
Kage5.633864
El Blaze5.432460
Pai5.834751
Lei Fei5.432640
Jean5.935632
Lau5.834619
Eileen5.834516
Taka5.231215
Brad5.33197
Dural7.14245

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

Jacky34151944.1%-2.0
Akira29151451.7%+0.5
Shun25131252.0%+4.4
Wolf2214863.6%+12.1
Aoi2081240.0%-14.3
Jeffry1912763.2%+5.2
Goh1881044.4%-9.8
Sarah1713476.5%+17.9
Lion1651131.2%-16.1
Vanessa169756.2%+12.1
Kage1551033.3%-25.4
El Blaze137653.9%+7.8
Pai1210283.3%+18.6
Lei Fei103730.0%-23.0
Jean85362.5%+13.3
Lau53260.0%+10.2
Eileen41325.0%-21.7
Taka440100.0%+22.3
Brad2020.0%-52.3
Dural110100.0%+34.7

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Open43232053.5%+5.3
Full Fence41202148.8%-4.5
Half Fence37221559.5%+4.0
Single Wall33181554.5%+5.2
Low Fence24121250.0%-1.6
Breakable Full Fence22121054.5%+7.6
Breakable Half Fence22101245.5%-4.7
Rectangle1911857.9%+1.3
Octagon179852.9%-5.0
Full Fence and Open148657.1%-1.6

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15853.2%53.3%-0.2
No walls10053.0%49.9%+3.1

Walls against open: -3.3 points (95% range -15.4 to +8.8), p 0.595 — 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

Agito (Rank 27)2026/10/1552340.0%
はるまき@FF14 (Rank 26)2026/10/13103730.0%
bonbon (Rank 34)2026/10/0642250.0%
マクシミリアン15世 (Rank 30)2026/10/0281712.5%
ちゃいなさん (Rank 26)2026/09/30104640.0%
はげまん (Rank 30)2026/09/3063350.0%
gimoring (Rank 29)2026/09/2984450.0%
yuzu (Rank 27)2026/09/1853260.0%
tawava (Rank 30)2026/09/1864266.7%
うをん (Rank 30)2026/09/18105550.0%
qwetrrin (Rank 30)2026/09/1382625.0%
B.S.R-JP (Rank 26)2026/09/1386275.0%
Recordingthematch (Rank 23)2026/09/12440100.0%
정신건강의학과 (Rank 29)2026/09/1151420.0%
ryu0613配信中 (Rank 29)2026/09/1152340.0%
CELIS (Rank 28)2026/09/1051420.0%
nourusu (Rank 29)2026/09/1062433.3%
wildduck-japan (Rank 25)2026/09/1052340.0%
AiokometeZ (Rank 23)2026/09/0854180.0%
anachan194 (Rank 18)2026/09/08440100.0%
ぽん (Rank 29)2026/09/0741325.0%
gans.sk602 (Rank 29)2026/09/0752340.0%
ブルマ天国 (Rank 27)2026/09/0563350.0%
りてりん (Rank 28)2026/09/0585362.5%
安全パイ (Rank 23)2026/08/0443175.0%

Round openings

Aoi

Career
651–533 · 55.0%
This season
290 matches · 52.1%
Peak rank
30

First hit in 53.1% of 1,059 rounds. Won 52.5% of the rounds they struck first, 48.9% of the rounds they were struck first.

Significant Tells

  • Against Goh: attacks straight away in 29.0% of rounds, against 13.9% against everyone else.
  • After losing a round: waits first in 75.3% of rounds, against 58.1% after winning one.
  • In round 1: opens with “crouch into 2K+G Kusanagi” in 11.4% of rounds, against 4.8% in their other rounds.
  • Against El Blaze: opens with “G guard into P punch” in 26.8% of rounds, against 8.9% against everyone else.
  • On Full Fence stages: opens with “G guard” in 19.9% of rounds, against 8.8% on the other stages.
  • After losing a round: opens with “G guard into P punch” in 14.6% of rounds, against 6.5% after winning one.

How is this tested?

guardG10910.3%
guardG into punchP1049.8%
guardG into Tenchi In'youP+K+G928.7%
crouch into Kusanagi2K+G686.4%
Shinchuzuki (Deflect)236P+K575.4%
guardG into Shinchuzuki (Deflect)236P+K575.4%
guardG into Oushu Hiji'ate6P+KP474.4%
guardG into down punch+kick2P+K363.4%
guardG into throwP+G312.9%
crouch dash back into crouch302.8%
crouch dash back into Hou'oushu3P292.7%
Tenchi In'youP+K+G201.9%
backdash into Soushouda46P+K201.9%
guardG into Kusanagi2K+G201.9%
guardG into down-back punch+kick1P+K201.9%

89 further openings account for the other 320 rounds.

Counted from 263 of the 290 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
Akira8–8 · 50%5–4 · 56%too few to test
Jacky4–4 · 50%7–9 · 44%too few to test
Shun5–2 · 71%6–7 · 46%too few to test
Aoi4–7 · 36%4–3 · 57%too few to test
Wolf2–3 · 40%8–4 · 67%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.

27 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 (15 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: 6 of 15 tests hold up