VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Dural

tearful-liquid7

  • Aoi
  • Shun
  • Sarah
Career matches559
Career win rate65.5%
Round win rate52.2%
Peak rank39
Distinct opponents22
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1652 #1,038 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

Dural3953436516968.3%
Aoi26121118.3%
Shun26100100.0%
Sarah263030.0%

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

289 of 289 rounds counted

7.6 inputs a second (458 a minute) this season. Faster than 63% of the 4,069 regulars with enough rounds counted to compare.

By character played

Dural8.0479243
Aoi5.834927
Shun6.941213
Sarah5.53326

By opponent's character

Kage8.450664
Jean7.545259
Lau8.148748
Dural7.243024
Jacky7.545220
El Blaze5.935413
Sarah6.438416
Akira9.657511
Shun8.350011
Vanessa6.539013
Jeffry7.14283
Lion7.34374
Pai5.43213

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

Kage1917289.5%+45.2
Jean1510566.7%+11.1
Lau1221016.7%-36.1
Dural73442.9%+2.5
Jacky51420.0%-33.9
El Blaze4040.0%-59.7
Sarah42250.0%-14.8
Akira330100.0%+15.2
Shun330100.0%+51.9
Vanessa31233.3%-12.1
Jeffry1010.0%-47.8
Lion1010.0%-60.4
Pai1010.0%-44.7

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 Fence137653.9%-2.9
Low Fence126650.0%-7.4
Single Wall116554.5%-2.0
Rectangle105550.0%-2.9
Full Fence990100.0%+49.6
Octagon84450.0%-0.5
Breakable Half Fence72528.6%-17.3
Open53260.0%+1.6
Half Fence3030.0%-48.1

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
Walls5054.0%52.3%+1.7
No walls2853.6%56.7%-3.1

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

Marooned (Rank 24)2026/09/30220100.0%
ねこ吉 (Rank 26)2026/09/301010.0%
orz (Rank 27)2026/09/302020.0%
HaseMasa (Rank 26)2026/09/294040.0%
******** (Rank 41)2026/09/2951420.0%
막창 (Rank 40)2026/06/1017170100.0%
らうらう (Rank 36)2026/06/0262433.3%
タピる。 (Rank 37)2026/05/31110100.0%
ファミ天 (Rank 36)2026/05/311010.0%
Umemon2026 (Rank 35)2026/05/312020.0%
PuzzG/ぱず爺 (Rank 37)2026/05/31220100.0%
ジークリオン (Rank 34)2026/05/311010.0%
鮫島sirzima (Rank 38)2026/05/31220100.0%
えなお (Rank 32)2026/05/292020.0%
カカリア (Rank 35)2026/05/29110100.0%
MikuMartineau (Rank 30)2026/05/281510566.7%
ぽん (Rank 24)2026/05/2831233.3%
エルグランド (Rank 39)2026/05/284040.0%
kimxxxtt (Rank 23)2026/05/28220100.0%
うをん (Rank 31)2026/05/28110100.0%
ttfour@サラしかできないw (Rank 22)2026/05/222020.0%
【麦酒】がちょ (Rank 32)2026/05/222020.0%

Round openings

Every character

punchP279.3%
crouch into Slant Back Knuckle1P155.2%
punchP into Punch High KickPK144.8%
crouch dash back into evade down124.2%
crouch into Low Knuckle2P113.8%
crouch into High Spin Kick1PK103.5%
backdash into crouch dash back82.8%
Slant Back Knuckle1P into Susuharai1PP72.4%
evade down into crouch dash forward72.4%
punchP into One TwoPP72.4%
NirentotsuPP into Nirentotsu OuchuPPP62.1%
Low Knuckle2P51.7%
Slant Back Knuckle1P into crouch51.7%
back punch+kick4P+K51.7%
crouch dash back into forward movement51.7%

90 further openings account for the other 145 rounds.

Dural

Career
365–169 · 68.3%
This season
65 matches · 61.5%
Peak rank
39

First hit in 53.9% of 243 rounds. Won 61.1% of the rounds they struck first, 54.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP249.9%
crouch into Slant Back Knuckle1P156.2%
punchP into Punch High KickPK145.8%
crouch dash back into evade down114.5%
crouch into Low Knuckle2P114.5%
crouch into High Spin Kick1PK104.1%
backdash into crouch dash back83.3%
Slant Back Knuckle1P into Susuharai1PP72.9%
evade down into crouch dash forward72.9%
punchP into One TwoPP72.9%
Low Knuckle2P52.1%
Slant Back Knuckle1P into crouch52.1%
back punch+kick4P+K52.1%
crouch dash back into forward movement52.1%
crouch into Backer Shift Combination3KKKK52.1%

64 further openings account for the other 104 rounds.

Aoi

Career
1–11 · 8.3%
This season
7 matches · 28.6%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

NirentotsuPP into Nirentotsu OuchuPPP622.2%
guardG414.8%
backdash into guardG27.4%
crouch into Gedan Shouda2P27.4%
punchP into NirentotsuPP27.4%
Chudan Hiji'ate6P into Tsumujisakura6PP13.7%
Nirentotsu OuchuPPP into Rentotsu KodachiPPPK13.7%
ShigureK+G13.7%
backdash into backward movement13.7%
backward movement into Kamageri4K13.7%
crouch into Kasumigeri2K13.7%
crouch into Maegeri3K13.7%
crouch into throwP+G13.7%
guardG into punchP13.7%
punchP13.7%

1 further openings account for the other 1 rounds.

Shun

Career
0–10 · 0.0%
This season
4 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP215.4%
Kousoku Zenhi39P+K+G17.7%
Tanhi ChougekiK+G17.7%
Tenshin Haishu4P17.7%
crouch dash back into Gyou'in Haishu3P17.7%
crouch dash back into backdash17.7%
crouch dash back into evade down17.7%
crouch into Koushu Katai1K17.7%
guardG into kickK17.7%
kickK17.7%
kickK into Renhi ChougekiKK17.7%
punchP into RengekiPP17.7%

Sarah

Career
0–3 · 0.0%
This season
2 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Crescent Heel4K+G233.3%
Sharpsword44K into Sharpsword Combo44KK116.7%
Snap Side Chop3P into Snap Side Chop Double3PP116.7%
backdash116.7%
crouch into Squat Straight2P116.7%

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

  • Dural: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Sarah: not tested (too few rounds)