VirtuAnalytics

Novel Insights Through Data & Analysis

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

Dural

OZAKI_KlYOHlKO

  • Eileen
  • Shun
  • El Blaze
  • Jeffry
  • Lion
Career matches855
Career win rate71.3%
Round win rate56.1%
Peak rank30
Distinct opponents16
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1670 Not ranked yet: the list needs 50 matches. See 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

Dural—2882078171.9%
Eileen301751215469.1%
Shun291461004668.5%
Jeffry2873522171.2%
Vanessa—64481675.0%
Lion2747351274.5%
El Blaze2740291172.5%
Lei Fei—2218481.8%

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.

Against each character

Lau43175.0%+15.3
Wolf43175.0%+8.0
Jeffry31233.3%-33.8
Kage32166.7%-1.4
Lion31233.3%+7.3
Sarah32166.7%+3.1
Taka32166.7%-2.0
Vanessa31233.3%-33.3
Goh220100.0%+27.5
Jean21150.0%-10.5
Pai2020.0%-53.8
Shun220100.0%+34.7
Akira110100.0%+47.2
Jacky110100.0%+41.7

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

Breakable Full Fence129375.0%+11.4
Half Fence73442.9%-6.2
Full Fence32166.7%-1.4
Full Fence and Open31233.3%-33.3
Breakable Half Fence2020.0%-53.8
Low Fence21150.0%-15.5
Open220100.0%+34.7
Rectangle21150.0%-0.9
Single Wall220100.0%+34.7

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
Walls2657.7%59.6%-2.0
No walls683.3%66.4%+17.0

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

r1s1d8 (Rank 25)2026/04/22220100.0%
八事ジェフリー (Rank 26)2026/04/2232166.7%
838861銀行 (Rank 33)2026/04/222020.0%
ロデム (Rank 29)2026/04/2232166.7%
clearcare (Rank 39)2026/04/2231233.3%
lemon@のびしろF (Rank 30)2026/04/21110100.0%
AOEアオイ (Rank 29)2026/04/2121150.0%
CELIS (Rank 28)2026/04/20110100.0%
REDdog.狂犬 (Rank 33)2026/04/1921150.0%
BANANA (Rank 28)2026/04/1932166.7%
絶望ウルフ (Rank 26)2026/04/1921150.0%
purinzaurus (Rank 28)2026/04/18220100.0%
NORESPECT (Rank 27)2026/04/181010.0%
けいすけ新宿 (Rank 30)2026/04/1831233.3%
ウィーザー聴きたい (Rank 31)2026/04/1821150.0%
菊の門 再び… (Rank 27)2026/04/18440100.0%

Round openings

Every character

backdash into evade down1410.6%
backdash into punchP107.6%
backdash into Enkou Kenka46P64.5%
backdash into Honshin Kousoutai3K+G43.0%
evade up into crouch43.0%
guardG into throw escape43.0%
backdash into Souji SenpuP+K32.3%
backdash into Taisei Soudou46P+K32.3%
backdash into Tanhikyaku9K32.3%
Enkou Kenka46P into forward dash21.5%
Haisenchu1P into guardG21.5%
Honshin Kousoutai3K+G21.5%
Knee Push4K into Knee Push Wild Hook4KP21.5%
Tenshin Souchushou6P+K21.5%
Volcano Upper4P+K21.5%

62 further openings account for the other 69 rounds.

Eileen

Career
121–54 · 69.1%
This season
18 matches · 44.4%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into punchP710.4%
backdash into Enkou Kenka46P69.0%
backdash into Honshin Kousoutai3K+G46.0%
backdash into evade down46.0%
evade up into crouch46.0%
backdash into Taisei Soudou46P+K34.5%
backdash into Tanhikyaku9K34.5%
Enkou Kenka46P into forward dash23.0%
Honshin Kousoutai3K+G23.0%
backdash into Douchu6P23.0%
crouch dash forward into Tanhikyaku9K23.0%
forward movement into punchP23.0%
guardG into Fukushinshou2P23.0%
Enkou Kenka46P into forward movement11.5%
Fukushinshou2P11.5%

22 further openings account for the other 22 rounds.

Shun

Career
100–46 · 68.5%
This season
6 matches · 66.7%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down419.1%
Haisenchu1P into guardG29.5%
Tenshin Souchushou6P+K29.5%
Getsuga Gakushu46P14.8%
Haisenchu1P14.8%
Haisenchu1P into Tenshin Haishu4P14.8%
Tenshin Haishu4P into Koushu Rentai1KK14.8%
backdash into Haisenchu Kaikakyaku1PK14.8%
backdash into Kasen Chugeki6P14.8%
backward movement into Kasen Chugeki6P14.8%
backward movement into evade down14.8%
crouch into Haisenchu1P14.8%
guardG14.8%
guardG into throw escape14.8%
offensive move14.8%

1 further openings account for the other 1 rounds.

El Blaze

Career
29–11 · 72.5%
This season
4 matches · 75.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into punchP320.0%
Volcano Upper4P+K213.3%
backdash into evade down213.3%
backdash16.7%
backdash into Combo Elbow UpperP+KPP16.7%
backdash into Darkness Smash43P+K16.7%
backdash into Demon's Tail9P+KK16.7%
backdash into Volcano Upper4P+K16.7%
crouch into Sit Jab2P16.7%
guardG into throw escape16.7%
punchP16.7%

Jeffry

Career
52–21 · 71.2%
This season
4 matches · 100.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Knee Push4K into Knee Push Wild Hook4KP213.3%
backdash into Megaton Knuckle43P+K213.3%
crouch into Low Knuckle2P213.3%
Head Attack46P+K16.7%
Megaton Knuckle43P+K16.7%
backdash into Full Swing Double Hammer41236P+K16.7%
backdash into Knee Attack6K16.7%
backdash into Knee Push Wild Hook4KP16.7%
backdash into Toe Kick2K16.7%
backward movement into Toe Kick2K16.7%
evade down into throwP+G16.7%
throw escape16.7%

Lion

Career
35–12 · 74.5%
This season
4 matches · 75.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down428.6%
backdash into Souji SenpuP+K321.4%
backdash into Tourou Hassou41236P17.1%
backward movement into kickK17.1%
crouch dash back into crouch17.1%
evade down into guardG17.1%
evade up into forward dash17.1%
guardG into crouch dash forward17.1%
guardG into throw escape17.1%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Eileen: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Lion: not tested (too few rounds)