VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

ぴょろすぽ

Career matches3,520
Career win rate50.6%
Round win rate49.9%
Peak rank33
Distinct opponents362
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1557 #1,625 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

Aoi333,5201,7821,73850.6%

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

3,512 of 3,903 rounds counted

9.3 inputs a second (561 a minute) this season. Faster than 90% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi9.35613,512

By opponent's character

Jacky9.5570424
Akira9.4567431
Wolf9.7580397
Shun9.2552244
Aoi9.7583188
Jeffry9.4565209
Sarah9.2555196
Lau9.3560178
Jean9.0540202
Pai9.5570165
Goh9.0538147
Brad9.1548105
Kage9.3556133
El Blaze9.2550109
Vanessa9.255274
Lion9.355880
Lei Fei8.953590
Taka8.953273
Eileen8.953641
Dural9.456426

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

Jacky117595850.4%+0.7
Akira107604756.1%+7.7
Wolf105446141.9%-9.3
Shun69343549.3%-2.2
Aoi54262848.1%-6.1
Jeffry54213338.9%-15.8
Sarah53341964.2%+13.1
Lau51292256.9%+6.8
Jean50232746.0%-7.1
Pai42202247.6%-2.0
Goh41192246.3%-2.0
Brad37201754.0%+1.8
Kage37191851.4%+5.5
El Blaze30161453.3%+4.6
Vanessa30121840.0%-7.8
Lion26121446.1%+2.2
Lei Fei2516964.0%+12.8
Taka189950.0%+5.3
Eileen116554.5%+3.7
Dural75271.4%+23.5

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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

Breakable Full Fence109525747.7%-3.5
Full Fence108545450.0%+0.1
Open107604756.1%+4.4
Half Fence102525051.0%+2.5
Low Fence99524752.5%+0.6
Breakable Half Fence92434946.7%-2.5
Rectangle85493657.6%+8.0
Single Wall83354842.2%-8.5
Octagon78354344.9%-5.2
Full Fence and Open65343152.3%+3.1

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
Walls57449.7%49.8%-0.1
No walls28950.9%51.5%-0.6

Walls against open: +0.5 points (95% range -6.7 to +7.7), p 0.889 — 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

オムレツハンター© (Rank 32)2026/10/13113827.3%
ぷこ (Rank 31)2026/10/1263350.0%
マクシミリアン15世 (Rank 32)2026/10/1184450.0%
poco/ぽこ (Rank 29)2026/10/1193633.3%
Holmes-sensei (Rank 28)2026/10/10108280.0%
Akishin-0313 (Rank 30)2026/09/2461516.7%
W_takahashi_LJ (Rank 31)2026/09/2463350.0%
あばぎ (Rank 30)2026/09/2361516.7%
南部の釣れないルアー (Rank 31)2026/09/23148657.1%
雷電 (Rank 31)2026/09/2265183.3%
hot-milk-www (Rank 29)2026/09/1664266.7%
openpen (Rank 31)2026/09/15104640.0%
ふぇに (Rank 33)2026/09/14112918.2%
LEO (Rank 35)2026/09/1462433.3%
igyoken55 (Rank 29)2026/09/1385362.5%
nanami.madogiwa (Rank 29)2026/09/1385362.5%
ER_higante (Rank 30)2026/09/06146842.9%
nidaimebannai (Rank 35)2026/09/0671614.3%
ガリバー (Rank 31)2026/08/3185362.5%
danimura (Rank 35)2026/08/2763350.0%
BANANA (Rank 30)2026/08/2364266.7%
akimaru7 (Rank 31)2026/08/2373442.9%
ワクワク (Rank 32)2026/08/02104640.0%
TAPIOKA (Rank 30)2026/06/2063350.0%
たか (Rank 33)2026/05/0683537.5%

Round openings

Aoi

Career
1,782–1,738 · 50.6%
This season
964 matches · 50.2%
Peak rank
33

First hit in 56.5% of 3,634 rounds. Won 52.2% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 38.9% of rounds, against 25.8% in their other rounds.
  • Against Akira: waits first in 15.2% of rounds, against 7.5% against everyone else.
  • On Rectangle stages: attacks straight away in 36.3% of rounds, against 28.3% on the other stages.
  • After opening the round before by backing off: backs off first in 54.1% of rounds, against 43.9% after anything else.
  • After losing a round: attacks straight away in 34.8% of rounds, against 26.4% after winning one.
  • In round 1: opens with “backdash into evade down” in 21.9% of rounds, against 16.4% in their other rounds.
  • Against Lion: opens with “backdash into evade down” in 38.0% of rounds, against 17.2% against everyone else.
  • After opening the round before with “backdash into evade down”: opens with “backdash into evade down” in 27.1% of rounds, against 13.8% after anything else.
  • After losing a round: opens with “PP Nirentotsu into PPP Nirentotsu Ouchu” in 8.4% of rounds, against 4.2% after winning one.
  • When behind: opens with “backdash into 2K+G Kusanagi” in 15.9% of rounds, against 11.3% when ahead or level.

How is this tested?

backdash into evade down64717.7%
backdash into Kusanagi2K+G48813.4%
NirentotsuPP into Nirentotsu OuchuPPP2176.0%
punchP into NirentotsuPP2065.7%
evade down into guardG1133.1%
backdash into guardG992.7%
guardG into evade down942.6%
Kasumigeri2K into kickK892.4%
backdash into evade up822.2%
Kasumigeri2K into Kasuminagi2KP762.1%
Sou'unha66K752.1%
punchP into Nirentotsu OuchuPPP701.9%
crouch dash back into evade down691.9%
evade down into backdash691.9%
backdash into backward movement651.8%

243 further openings account for the other 1,188 rounds.

Counted from 899 of the 964 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
Jacky39–32 · 55%13–12 · 52%too few to test
Wolf22–35 · 39%17–21 · 45%-3.9
Akira27–25 · 52%18–11 · 62%too few to test
Shun14–18 · 44%14–13 · 52%too few to test
Jeffry12–20 · 38%5–8 · 38%too few to test
Sarah22–12 · 65%7–7 · 50%too few to test
Aoi12–14 · 46%10–10 · 50%too few to test
Lau10–14 · 42%12–8 · 60%too few to test
Jean14–11 · 56%7–9 · 44%too few to test
Pai12–15 · 44%6–3 · 67%too few to test
Goh11–13 · 46%6–7 · 46%too few to test
Kage11–8 · 58%5–3 · 62%too few to test
Brad13–9 · 59%3–3 · 50%too few to test
Vanessa6–10 · 38%3–5 · 38%too few to test
El Blaze9–9 · 50%4–1 · 80%too few to test
Lei Fei12–5 · 71%2–4 · 33%too few to test
Lion9–10 · 47%1–3 · 25%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.

65 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: 10 of 17 tests hold up