VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Dural

hebeerryk_

  • Jacky
  • Jeffry
  • Jean
  • Akira
  • Brad
Career matches588
Career win rate72.8%
Round win rate62.0%
Peak rank34
Distinct opponents84
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1730 #653 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

Dural3431120510665.9%
Jacky301841453978.8%
Jeffry253935489.7%
Akira283227584.4%
Jean261712570.6%
Brad2154180.0%

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

611 of 611 rounds counted

6.8 inputs a second (408 a minute) this season. Faster than 40% of the 4,069 regulars with enough rounds counted to compare.

By character played

Dural6.8408400
Jacky6.941481
Jeffry6.338162
Jean6.438440
Akira8.249225
Brad7.04183

By opponent's character

Akira7.142680
Jacky6.740278
Wolf6.941167
Jeffry6.740156
Pai7.142344
Shun7.343633
El Blaze6.639631
Kage6.538732
Lion6.539031
Aoi6.740230
Goh6.941223
Jean6.539025
Sarah6.941624
Vanessa6.740223
Brad6.740418
Eileen6.33809
Lau6.94137

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

Akira2118385.7%+16.9
Jacky20101050.0%-24.8
Wolf1814477.8%+2.3
Jeffry14140100.0%+27.9
Pai114736.4%-47.1
Shun97277.8%+5.9
El Blaze87187.5%+19.0
Kage84450.0%-21.8
Lion85362.5%-13.1
Aoi75271.4%+5.9
Goh63350.0%-21.4
Jean64266.7%+7.0
Sarah64266.7%-6.9
Vanessa54180.0%+30.8
Brad440100.0%+22.9
Eileen220100.0%+35.4
Lau220100.0%+29.7

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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

Rectangle2521484.0%+11.9
Half Fence1915479.0%+15.2
Full Fence1714382.3%+11.4
Full Fence and Open1712570.6%-1.1
Low Fence1712570.6%+2.9
Octagon1611568.8%-5.6
Open1210283.3%+10.5
Single Wall117463.6%-6.8
Breakable Half Fence75271.4%-2.3
Breakable Full Fence63350.0%-25.5

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
Walls9076.7%71.9%+4.8
No walls4072.5%70.2%+2.3

Walls against open: +2.5 points (95% range -14.6 to +19.6), p 0.774 — 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

CDM_rui.jp (Rank 32)2026/07/06550100.0%
SBD0121 (Rank 28)2026/06/2921150.0%
Go!飯饌GiI (Rank 26)2026/06/2132166.7%
龍仙人【鬼手仏心】 (Rank 26)2026/06/2132166.7%
黒シャツ (Rank 32)2026/06/05220100.0%
타우끼/taukee (Rank 34)2026/06/052020.0%
つがさん (Rank 39)2026/06/0532166.7%
MikuMartineau (Rank 30)2026/06/0531233.3%
ふかふか (Rank 36)2026/06/052020.0%
OgreAunt (Rank 33)2026/06/04330100.0%
KAZ-morimorimiso- (Rank 36)2026/06/02220100.0%
へにほに (Rank 35)2026/06/0231233.3%
ふぇに (Rank 34)2026/06/0252340.0%
アセスルファムK (Rank 32)2026/05/31115645.5%
Hi:D (Rank 32)2026/05/3032166.7%
鳩男 (Rank 29)2026/05/25220100.0%
Ray'ne (Rank 32)2026/05/2553260.0%
ももじろう (Rank 29)2026/05/2332166.7%
ヘニオ (Rank 30)2026/05/2321150.0%
さざび (Rank 26)2026/05/2331233.3%
tanechin (Rank 28)2026/05/2221150.0%
え~る (Rank 27)2026/05/19220100.0%
ズサ齋藤 (Rank 23)2026/05/19220100.0%
avolpe (Rank 24)2026/05/19220100.0%
築基小修士 (Rank 22)2026/05/1732166.7%

Round openings

Every character

crouch into throw escape14924.4%
evade down into throw escape467.5%
throw escape355.7%
down, down-forward, forward punch+kick236P+K304.9%
Rising Elbow6P274.4%
evade down into guardG264.3%
crouch into guardG213.4%
crouch into Low Knuckle172.8%
Middle Smash6P122.0%
forward movement into punchP122.0%
evade down into punchP111.8%
crouch into Slant Back Knuckle1P101.6%
Spine Whip into Lumpini Combination81.3%
crouch into Squat Straight2P71.1%
back, down-back, down, down-forward, forward punch+kick41236P+K61.0%

99 further openings account for the other 194 rounds.

Dural

Career
205–106 · 65.9%
This season
102 matches · 65.7%
Peak rank
34

First hit in 46.8% of 400 rounds. Won 62.0% of the rounds they struck first, 57.8% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 34.3% of rounds, against 16.1% in their other rounds.
  • On Half Fence stages: moves in first in 26.8% of rounds, against 8.6% on the other stages.
  • After winning a round: moves in first in 20.3% of rounds, against 2.4% after losing one.
  • When behind: waits first in 46.0% of rounds, against 33.3% when ahead or level.
  • In round 1: opens with “evade down into G guard” in 10.8% of rounds, against 3.7% in their other rounds.
  • On Octagon stages: opens with “crouch into throw escape” in 45.0% of rounds, against 17.1% on the other stages.
  • After losing a round: opens with “crouch into throw escape” in 31.7% of rounds, against 9.3% after winning one.
  • When behind: opens with “crouch into throw escape” in 32.2% of rounds, against 13.1% when ahead or level.

How is this tested?

crouch into throw escape8621.5%
down, down-forward, forward punch+kick236P+K307.5%
evade down into throw escape307.5%
Rising Elbow6P276.8%
evade down into guardG225.5%
throw escape215.2%
crouch into guardG164.0%
crouch into Low Knuckle2P112.8%
crouch into Slant Back Knuckle1P102.5%
forward movement into punchP102.5%
evade down into punchP82.0%
Spine Whip4P into Lumpini Combination4PK71.8%
back, down-back, down, down-forward, forward punch+kick41236P+K61.5%
crouch dash forward into Nakageri3K61.5%
forward movement into One Two UpperPPP61.5%

54 further openings account for the other 104 rounds.

Jacky

Career
145–39 · 78.8%
This season
20 matches · 75.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into throw escape2632.1%
Middle Smash6P1214.8%
throw escape89.9%
crouch into Squat Straight2P78.6%
evade down into throw escape56.2%
crouch into Rage Kick1PK33.7%
forward movement into punchP22.5%
guardG into crouch22.5%
guardG into throw escape22.5%
Beat KnuckleP+K into Beat Spin KickP+KK11.2%
Dash Hammer Kick66K11.2%
Middle Smash6P into evade down11.2%
backdash into High Angle Upper Kick6K11.2%
crouch dash forward into evade down11.2%
crouch into Beat & Back KnuckleP+KP11.2%

8 further openings account for the other 8 rounds.

Jeffry

Career
35–4 · 89.7%
This season
15 matches · 100.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into throw escape2337.1%
crouch into Low Knuckle2P69.7%
Elbow Butt6P58.1%
crouch into guardG46.5%
evade down into throw escape46.5%
backward movement into Middle Hell Stab6P+K23.2%
crouch into Double Knuckle~UpperPPP23.2%
evade down into guardG23.2%
evade down into punchP23.2%
throw escape23.2%
Elbow Butt6P into backward movement11.6%
Elbow Butt6P into evade down11.6%
backward movement into Sunlit Body Upper3P+K11.6%
crouch into Full Swing Double Hammer41236P+K11.6%
crouch into Knee Attack6K11.6%

5 further openings account for the other 5 rounds.

Jean

Career
12–5 · 70.6%
This season
10 matches · 70.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into throw escape1127.5%
evade down into throw escape615.0%
Harai'uke (Deflect)4P+K+G into Kake'uchi46P410.0%
Yoko'enpi6P410.0%
throw escape410.0%
Yoko'enpi6P into evade down25.0%
evade down into guardG25.0%
Kake'uchi46P into Kake'uchi~Maekeri'age46PK12.5%
crouch into Shitamaeken2P12.5%
crouch into guardG12.5%
evade down into Yoko'enpi6P12.5%
guardG into Harai'uke (Deflect)4P+K+G12.5%
guardG into throw escape12.5%
throwP+G into Hou'ou Kouyoku'uchi4K+GP12.5%

Akira

Career
27–5 · 84.4%
This season
7 matches · 85.7%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P into forward dash520.0%
Senzankou66P+K into throwP+G520.0%
crouch into Rimon Chouchu66P312.0%
crouch into throw escape312.0%
Rimon Chouchu66P14.0%
Rimon Chouchu66P into crouch dash forward14.0%
Rimon Chouchu66P into evade down14.0%
Senzankou66P+K into HoukenP+K+G14.0%
crouch dash back into Chouyoushu1P14.0%
crouch dash back into Jouho Touken6P14.0%
crouch into Jouho Touken6P14.0%
evade down into throw escape14.0%
forward movement into evade down14.0%

Brad

Career
4–1 · 80.0%
This season
1 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Elbow Hook6P133.3%
Elbow Hook6P into forward movement133.3%
Spine Whip4P into Lumpini Combination4PK133.3%

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

  • Dural: 8 of 15 tests hold up
  • Jacky: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Brad: not tested (too few rounds)