VirtuAnalytics

Novel Insights Through Data & Analysis

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

Aoi

さいたま梅澤/T.Umezawa

Career matches11,280
Career win rate46.4%
Round win rate47.8%
Peak rank32
Distinct opponents420
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1589 #1,414 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

Aoi3210,8205,0515,76946.7%
Sarah—46018127939.4%

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

4,352 of 6,683 rounds counted

5.8 inputs a second (346 a minute) this season. Faster than 13% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.83464,352

By opponent's character

Akira5.7342570
Jeffry5.7341388
Wolf5.9355360
Jacky5.9356418
Lau5.8350262
Kage5.6334294
Goh5.5330222
Shun6.1369187
Pai5.7343164
El Blaze5.8349171
Lion5.8350235
Vanessa5.8347180
Jean5.8347190
Brad5.8349167
Lei Fei5.7344144
Aoi6.0360114
Sarah5.834897
Taka5.231487
Eileen5.533168
Dural5.834834

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

Akira1837710642.1%-4.9
Jeffry155659041.9%-2.8
Wolf144717349.3%-2.4
Jacky143806355.9%+11.0
Lau106475944.3%+0.5
Kage92405243.5%-4.5
Goh88414746.6%+2.0
Shun83364743.4%-3.2
Pai82414150.0%+3.9
El Blaze78364246.1%-1.9
Lion76284836.8%-7.7
Vanessa74353947.3%+2.9
Jean70383254.3%+7.3
Brad59312852.5%+7.7
Lei Fei58233539.7%-8.3
Aoi54312357.4%+13.1
Sarah44232152.3%+7.2
Taka3292328.1%-17.6
Eileen1651131.2%-12.1
Dural125741.7%-1.7

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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

Low Fence183869747.0%-0.1
Breakable Full Fence182889448.4%+3.6
Full Fence1808010044.4%-3.6
Half Fence171828948.0%+3.6
Octagon170809047.1%+1.4
Breakable Half Fence1666610039.8%-8.1
Rectangle160847652.5%+6.5
Single Wall150599139.3%-7.5
Open129636648.8%+3.1
Full Fence and Open65303546.1%+1.0

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
Walls1,02946.6%46.2%+0.5
No walls46245.0%46.4%-1.4

Walls against open: +1.9 points (95% range -3.8 to +7.6), p 0.508 — 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

カミナリおやじ (Rank 28)2026/07/171441028.6%
BigBoin (Rank 32)2026/07/161771041.2%
n-nova06 (Rank 31)2026/07/14148657.1%
anche47 (Rank 32)2026/07/14107370.0%
CELIS (Rank 27)2026/07/051210283.3%
TAPIOKA (Rank 30)2026/07/05114736.4%
ふぇに (Rank 33)2026/07/0526121446.1%
Gz-KYO (Rank 30)2026/07/04131127.7%
わばし (Rank 33)2026/06/2933122136.4%
ひざくん☆中能登VF部 (Rank 32)2026/06/28118372.7%
れもん@のびしろF (Rank 30)2026/06/27125741.7%
soul-to-denchi (Rank 32)2026/06/26116554.5%
nuku2pai428 (Rank 32)2026/06/221710758.8%
肉彦さん☆彡 (Rank 32)2026/06/221761135.3%
fixed-star_61 (Rank 31)2026/06/22157846.7%
Shura1025 (Rank 32)2026/06/211641225.0%
west-muta (Rank 33)2026/06/21158753.3%
shuri_nero (Rank 33)2026/06/21147750.0%
moga_moga24 (Rank 27)2026/06/21117463.6%
anzenpai (Rank 33)2026/06/21135838.5%
HIGE (Rank 31)2026/06/15156940.0%
MAR-KUN888 (Rank 32)2026/06/14137653.9%
LEO (Rank 30)2026/06/04139469.2%
champion-244 (Rank 26)2026/05/31126650.0%
misoazy (Rank 29)2026/05/25134930.8%

Round openings

Aoi

Career
5,051–5,769 · 46.7%
This season
1,649 matches · 46.2%
Peak rank
32

First hit in 42.1% of 6,645 rounds. Won 51.2% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 60.8% of rounds, against 46.2% in their other rounds.
  • Against Aoi: attacks straight away in 72.0% of rounds, against 35.5% against everyone else.
  • On Low Fence stages: backs off first in 8.4% of rounds, against 5.5% on the other stages.
  • After opening the round before by waiting: waits first in 53.4% of rounds, against 38.5% after anything else.
  • After winning a round: backs off first in 9.1% of rounds, against 5.2% after losing one.
  • When behind: waits first in 52.0% of rounds, against 44.2% when ahead or level.
  • In round 1: opens with “no input” in 50.9% of rounds, against 36.0% in their other rounds.
  • Against Wolf: opens with “39P+KP Ryusen Soushou” in 9.3% of rounds, against 3.8% against everyone else.
  • On Rectangle stages: opens with “6P+K Ouda” in 8.4% of rounds, against 4.5% on the other stages.
  • After opening the round before with “no input”: opens with “no input” in 45.4% of rounds, against 29.3% after anything else.
  • After losing a round: opens with “crouch into 33P+K Sodeshinken” in 6.4% of rounds, against 3.3% after winning one.
  • When ahead: opens with “PP Nirentotsu into PPP Nirentotsu Ouchu” in 5.1% of rounds, against 2.6% when level or behind.
  • After being hit first in the round before: opens with “no input” in 37.8% of rounds, against 33.4% after landing the first hit.

How is this tested?

no input2,65739.6%
Ouda6P+K3375.0%
crouch into Sodeshinken33P+K3244.8%
Ryusen Soushou39P+KP2874.3%
NirentotsuPP into Nirentotsu OuchuPPP2563.8%
Ryoushi43P1732.6%
crouch into Ryusen Soushou39P+KP1522.3%
crouch dash back into Hou'oushu3P1241.9%
crouch dash back into crouch1241.9%
throw escape1201.8%
Kasumigeri2K into Kasuminagi2KP1111.7%
Ryusen3P+K1001.5%
Sodeshinken33P+K991.5%
evade up into Sodeshinken33P+K981.5%
Ryusen3P+K into Ryusen Soushou39P+KP831.2%

183 further openings account for the other 1,657 rounds.

By stage type

Record against each character on walled and open stages, as Aoi

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira52–71 · 42%19–25 · 43%-3.2
Jeffry41–48 · 46%16–25 · 39%+7.8
Wolf43–47 · 48%25–21 · 54%-0.7
Jacky54–42 · 56%15–9 · 62%too few to test
Lau29–33 · 47%13–25 · 34%too few to test
Kage24–30 · 44%15–21 · 42%+5.8
Goh30–27 · 53%3–14 · 18%too few to test
Shun20–34 · 37%15–11 · 58%too few to test
Pai20–19 · 51%13–17 · 43%too few to test
El Blaze22–28 · 44%12–11 · 52%too few to test
Lion21–33 · 39%6–13 · 32%too few to test
Vanessa21–28 · 43%9–6 · 60%too few to test
Jean26–19 · 58%12–13 · 48%too few to test
Brad21–21 · 50%9–7 · 56%too few to test
Lei Fei14–22 · 39%4–10 · 29%too few to test
Aoi16–14 · 53%15–9 · 62%too few to test
Sarah13–12 · 52%5–8 · 38%too few to test
Taka6–14 · 30%1–5 · 17%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.

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: 13 of 18 tests hold up