VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Aoi

asteroid-belt777

Career matches5,828
Career win rate45.0%
Round win rate47.4%
Peak rank25
Distinct opponents694
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1358 #2,881 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

Aoi255,8282,6213,20745.0%

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

8,087 of 9,157 rounds counted

6.7 inputs a second (400 a minute) this season. Faster than 36% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi6.74008,087

By opponent's character

Akira6.74031,075
Jacky6.6396711
Wolf7.0421675
Aoi6.5392525
Pai6.8406579
Sarah6.5392526
Jeffry6.8406455
Lion6.6397446
Shun6.5388450
Goh6.5393361
Jean6.6397347
Kage6.6395345
Lau6.7402333
Vanessa6.7404288
Lei Fei6.9415246
Brad6.7400248
El Blaze6.7403143
Taka6.7401157
Eileen6.4386138
Dural6.840539

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

Akira28214114150.0%+3.7
Jacky2238613738.6%-4.8
Wolf1817610542.0%-0.1
Aoi160808050.0%+2.3
Pai160679341.9%-2.6
Sarah143816256.6%+8.7
Jeffry129676251.9%+8.6
Lion126666052.4%+6.2
Shun124497539.5%-8.2
Goh103495447.6%+2.9
Jean94425244.7%+2.0
Kage94375739.4%-4.8
Lau90424846.7%-0.6
Vanessa75304540.0%-3.7
Lei Fei70383254.3%+1.9
Brad65323349.2%-0.2
El Blaze51153629.4%-14.6
Taka47153231.9%-9.8
Eileen42142833.3%-8.7
Dural113827.3%-16.0

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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 Fence24412112349.6%+5.3
Open2449714739.8%-5.0
Low Fence23411112347.4%-1.0
Half Fence23011111948.3%+5.7
Breakable Half Fence2289313540.8%-5.4
Rectangle22610412246.0%+1.9
Single Wall22610012644.2%-0.3
Octagon22410112345.1%-1.3
Full Fence1858510046.0%-0.5
Full Fence and Open107535449.5%+3.7

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
Walls1,33746.0%45.0%+0.9
No walls70443.8%45.7%-1.9

Walls against open: +2.9 points (95% range -1.7 to +7.4), p 0.216 — 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

ちぇびーまるやま (Rank 23)2026/10/1829191065.5%
ASSERT(m_pThink); (Rank 21)2026/10/14189950.0%
zxyzguy (Rank 27)2026/10/121541126.7%
Lucifer-1971 (Rank 25)2026/10/12123925.0%
toothy-limb74 (Rank 26)2026/10/12127558.3%
O.J.A (Rank 21)2026/10/1221101147.6%
K.K.カブキモノ (Rank 23)2026/10/121871138.9%
ぱぱ (Rank 23)2026/10/121211191.7%
rtype-zero (Rank 23)2026/10/12179852.9%
なっちゃんねる (Rank 27)2026/10/12115645.5%
smogh (Rank 23)2026/10/0520101050.0%
so-ka-si-12-06 (Rank 27)2026/10/05123925.0%
yasai (Rank 24)2026/10/031510566.7%
たかティン (Rank 24)2026/10/021512380.0%
紫荆一头牛 (Rank 24)2026/09/28124833.3%
moga_moga24 (Rank 26)2026/09/27113827.3%
Shurkn-_-pap03 (Rank 26)2026/09/27124833.3%
nyu_necoginjo (Rank 26)2026/09/181431121.4%
neco (Rank 23)2026/09/0232151746.9%
くっきー爆弾 (Rank 21)2026/08/212216672.7%
haohwhite (Rank 26)2026/08/03125741.7%
せいりゅう (Rank 25)2026/07/27124833.3%
I'mabeginner (Rank 26)2026/06/21110110.0%
makmak_80 (Rank 22)2026/05/311815383.3%
zebra_aria (Rank 26)2026/05/25116554.5%

Round openings

Aoi

Career
2,621–3,207 · 45.0%
This season
2,270 matches · 45.4%
Peak rank
25

First hit in 51.5% of 8,144 rounds. Won 50.0% of the rounds they struck first, 44.3% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 15.6% of rounds, against 7.0% in their other rounds.
  • Against Aoi: waits first in 26.1% of rounds, against 16.9% against everyone else.
  • On Rectangle stages: attacks straight away in 65.3% of rounds, against 53.6% on the other stages.
  • After opening the round before by attacking: backs off first in 12.9% of rounds, against 9.5% after anything else.
  • After the opponent opened the round before by attacking: evades first in 6.6% of rounds, against 4.9% after anything else.
  • When ahead: backs off first in 12.3% of rounds, against 10.6% when level or behind.
  • In round 1: opens with “crouch dash forward into 3P Hou'oushu” in 13.4% of rounds, against 3.4% in their other rounds.
  • Against Akira: opens with “236P+K Shinchuzuki (Deflect)” in 10.5% of rounds, against 3.9% against everyone else.
  • On Rectangle stages: opens with “6P+K Ouda into 6P+KP Oushu Hiji'ate” in 35.8% of rounds, against 15.1% on the other stages.
  • After opening the round before with “236P+K Shinchuzuki (Deflect)”: opens with “236P+K Shinchuzuki (Deflect)” in 8.9% of rounds, against 3.9% after anything else.
  • After losing a round: opens with “6P+K Ouda into 6P+KP Oushu Hiji'ate” in 22.3% of rounds, against 15.9% after winning one.
  • When behind: opens with “6P+K Ouda into 6P+KP Oushu Hiji'ate” in 20.5% of rounds, against 17.2% when ahead or level.

How is this tested?

Ouda6P+K into Oushu Hiji'ate6P+KP1,42417.3%
crouch dash forward into Hou'oushu3P4865.9%
Tenchi In'youP+K+G4615.6%
Shinchuzuki (Deflect)236P+K3884.7%
crouch dash back into Hou'oushu3P2953.6%
guardG into evade up2182.6%
Hou'oushu3P2002.4%
Inshou43P+K1772.1%
Raijinha6K1642.0%
crouch into Kusanagi2K+G1561.9%
punchP into kickK1551.9%
Ogamigeri4K+G1521.9%
guardG into Hou'oushu3P1501.8%
guardG into evade down1331.6%
guardG into crouch1241.5%

367 further openings account for the other 3,539 rounds.

Counted from 2,038 of the 2,270 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
Akira74–65 · 53%29–29 · 50%+4.6
Jacky51–67 · 43%17–49 · 26%+19.4
Wolf36–64 · 36%26–23 · 53%-18.4
Aoi51–44 · 54%17–27 · 39%+11.7
Pai37–51 · 42%16–26 · 38%+6.4
Jeffry38–29 · 57%14–28 · 33%+16.2
Sarah45–39 · 54%17–12 · 59%too few to test
Lion33–34 · 49%19–15 · 56%-6.7
Shun26–50 · 34%13–16 · 45%too few to test
Goh32–31 · 51%11–13 · 46%too few to test
Jean29–26 · 53%9–15 · 38%too few to test
Lau20–23 · 47%17–17 · 50%+4.5
Kage15–27 · 36%16–15 · 52%-9.6
Lei Fei17–15 · 53%14–10 · 58%too few to test
Vanessa15–21 · 42%8–11 · 42%too few to test
Brad18–18 · 50%8–9 · 47%too few to test
El Blaze4–18 · 18%6–11 · 35%too few to test
Eileen6–14 · 30%5–11 · 31%too few to test
Taka9–17 · 35%1–7 · 12%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.

232 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 (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: 12 of 18 tests hold up