VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Aoi

kotoneeeeen112

  • Goh
  • Wolf
Career matches1,266
Career win rate49.1%
Round win rate43.8%
Peak rank25
Distinct opponents70
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1215 #3,398 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

Aoi251,07751656147.9%
Goh231881058355.9%
Wolf16110100.0%

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

574 of 573 rounds counted

6.3 inputs a second (376 a minute) this season. Faster than 25% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.3379494
Goh6.035872
Wolf5.93548

By opponent's character

Aoi6.0359113
Akira6.740286
Pai6.740240
Taka5.734243
Jean6.237038
Lei Fei6.036135
Jeffry6.438533
Vanessa6.337931
Goh6.136325
Lau6.539018
Sarah5.935317
Wolf6.941217
Kage6.337715
Lion6.237418
Shun7.142614
El Blaze6.337813
Brad6.03638
Eileen5.33205
Jacky5.53325

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

Aoi3092130.0%-10.4
Akira22101245.5%+4.7
Pai102820.0%-21.1
Taka103730.0%-22.1
Jean95455.6%+22.4
Lei Fei94544.4%+16.1
Jeffry83537.5%-4.6
Vanessa86275.0%+47.0
Goh6060.0%-36.0
Lau53260.0%+8.3
Sarah53260.0%+11.2
Wolf5050.0%-27.1
Kage42250.0%+2.0
Lion440100.0%+69.1
Shun41325.0%-35.7
El Blaze31233.3%-2.1
Brad21150.0%+0.8
Eileen1010.0%-35.4
Jacky110100.0%+65.9

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

Full Fence2191242.9%+1.0
Single Wall2061430.0%-17.0
Octagon1871138.9%+0.3
Breakable Full Fence1541126.7%-9.1
Breakable Half Fence1541126.7%-14.2
Open138561.5%+22.9
Half Fence125741.7%+4.9
Low Fence114736.4%-6.2
Rectangle114736.4%+2.8
Full Fence and Open64266.7%+25.1

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
Walls9235.9%38.1%-2.3
No walls4440.9%42.9%-2.0

Walls against open: -0.3 points (95% range -23.4 to +22.8), p 0.980 — 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

ayua0416 (Rank 13)100100.0%
Martin1833 (Rank 23)7070.0%
unknown (Rank 25)62433.3%
ぽん (Rank 21)62433.3%
ishida (Rank 14)550100.0%
Mon3tr (Rank 23)42250.0%
Nekomaonji (Rank 8)41325.0%
VirtuaLi-on (Rank 25)42250.0%
GWO (Rank 25)31233.3%
JJmarumusu(とめ) (Rank 13)31233.3%
maicoo (Rank 20)32166.7%
naowai (Rank 21)330100.0%
nekota (Rank 26)31233.3%
omuretukun (Rank 25)3030.0%
pkgodhg (Rank 21)32166.7%
yagi[JP] (Rank 18)31233.3%
yasai (Rank 22)330100.0%
はち割れ・練習中 (Rank 25)32166.7%
委員ちょ (Rank 21)330100.0%
G13 (Rank 22)220100.0%
[Garnet]agingcurvedAjeossi (Rank 26)220100.0%
mokoha_jean (Rank 21)2020.0%
negitoro999 (Rank 25)2020.0%
あかげら (Rank 24)2020.0%
要你命3000 (Rank 26)2020.0%

Most played opponents, most recent first

negitoro999 (Rank 25)2026/10/152020.0%
要你命3000 (Rank 26)2026/10/152020.0%
omuretukun (Rank 25)2026/10/093030.0%
nekota (Rank 26)2026/09/3031233.3%
Martin1833 (Rank 23)2026/09/227070.0%
maicoo (Rank 20)2026/09/1732166.7%
unknown (Rank 25)2026/09/1662433.3%
[Garnet]agingcurvedAjeossi (Rank 26)2026/09/15220100.0%
あかげら (Rank 24)2026/09/142020.0%
はち割れ・練習中 (Rank 25)2026/09/1432166.7%
G13 (Rank 22)2026/09/12220100.0%
委員ちょ (Rank 21)2026/09/11330100.0%
GWO (Rank 25)2026/09/0531233.3%
yasai (Rank 22)2026/09/05330100.0%
Mon3tr (Rank 23)2026/08/3142250.0%
VirtuaLi-on (Rank 25)2026/08/2242250.0%
naowai (Rank 21)2026/08/17330100.0%
JJmarumusu(とめ) (Rank 13)2026/07/2731233.3%
ぽん (Rank 21)2026/07/2562433.3%
pkgodhg (Rank 21)2026/07/2132166.7%
mokoha_jean (Rank 21)2026/07/192020.0%
yagi[JP] (Rank 18)2026/07/1731233.3%
ayua0416 (Rank 13)2026/07/16100100.0%
ishida (Rank 14)2026/07/05550100.0%
Nekomaonji (Rank 8)2026/06/2741325.0%

Round openings

Every character

forward movement into punchP356.5%
Ouda6P+K into Oushu Hiji'ate6P+KP346.3%
crouch dash forward into Hou'oushu3P213.9%
backdash into Tenchi In'youP+K+G203.7%
Tenchi In'youP+K+G193.5%
backdash into evade down173.1%
offensive move152.8%
crouch dash back into evade down122.2%
Sou'unha66K112.0%
backdash into Soukyu46P101.8%
crouch dash back into Tenchi In'youP+K+G101.8%
crouch dash back into guardG101.8%
Ouda6P+K91.7%
backdash into Jousei Ryusenshou214P+K91.7%
guardG into evade down91.7%

155 further openings account for the other 302 rounds.

Counted from 137 of the 146 matches played. The rest were not pulled for openings.

Aoi

Career
516–561 · 47.9%
This season
127 matches · 37.8%
Peak rank
25

First hit in 51.2% of 457 rounds. Won 48.7% of the rounds they struck first, 38.1% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Ouda6P+K into Oushu Hiji'ate6P+KP347.3%
crouch dash forward into Hou'oushu3P214.5%
forward movement into punchP214.5%
backdash into Tenchi In'youP+K+G204.3%
Tenchi In'youP+K+G194.1%
backdash into evade down153.2%
offensive move153.2%
Sou'unha66K112.4%
crouch dash back into evade down112.4%
crouch dash back into Tenchi In'youP+K+G102.2%
Ouda6P+K91.9%
backdash into Jousei Ryusenshou214P+K91.9%
crouch dash back into guardG91.9%
Sanseigan66P+K into Ouka66P+KP81.7%
guardG into evade down81.7%

127 further openings account for the other 243 rounds.

Counted from 118 of the 127 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
Aoi3–17 · 15%3–4 · 43%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.

9 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?

Goh

Career
105–83 · 55.9%
This season
17 matches · 47.1%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1115.3%
backdash into Soukyu46P1013.9%
Soukyu46P56.9%
backdash into Karura4P+K56.9%
backdash into backward movement34.2%
Sune'uchi2P22.8%
backdash into Kumite Harai (Deflect)4P+K+G22.8%
backdash into evade down22.8%
backdash into guardG22.8%
evade down22.8%
Garyu66K11.4%
Kirin33P11.4%
Raikou3P11.4%
Sune'uchi2P into backdash11.4%
Sune'uchi2P into forward dash11.4%

23 further openings account for the other 23 rounds.

Wolf

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

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP337.5%
backdash into Arrow Knuckle3P112.5%
backward movement into punchP112.5%
crouch dash back into evade down112.5%
evade down into crouch dash back112.5%
guardG into punchP112.5%

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 (14 here; about 0.7 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: 0 of 14 tests hold up
  • Goh: not tested (too few rounds)
  • Wolf: not tested (too few rounds)