VirtuAnalytics

Novel Insights Through Data & Analysis

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

Dural

Blayer98

  • Sarah
Career matches950
Career win rate51.0%
Round win rate43.5%
Peak rank25
Distinct opponents43
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1300 #3,117 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

Dural2584241442849.2%
Sarah23108703864.8%

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.

Inputs per second

239 of 545 rounds counted

5.4 inputs a second (323 a minute) this season. Faster than 6% of the 4,069 regulars with enough rounds counted to compare.

By character played

Dural5.4321195
Sarah5.532844

By opponent's character

Akira5.331663
Jacky5.73438
Jean5.532849
Pai5.533051
Lion5.432216
Eileen4.22518
Kage5.73418
Wolf5.532811
Vanessa5.532910
Taka5.33167
Jeffry5.43238

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

Akira31181358.1%+18.5
Jacky2471729.2%-20.0
Jean1551033.3%-3.4
Pai145935.7%-11.1
Lion124833.3%+5.2
Eileen73442.9%-9.2
Kage74357.1%+23.3
Wolf61516.7%+1.4
Vanessa53260.0%+4.1
Aoi4040.0%-5.7
Taka42250.0%-0.1
Brad32166.7%+19.5
Jeffry21150.0%+3.5
Shun2020.0%-8.7
Lei Fei1010.0%-68.1

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 Fence1881044.4%-6.8
Octagon1771041.2%+14.1
Breakable Half Fence158753.3%+15.4
Full Fence and Open1421214.3%-26.0
Single Wall123925.0%-1.5
Half Fence117463.6%+24.8
Rectangle100100.0%-39.3
Full Fence98188.9%+41.1
Low Fence91811.1%-16.4
Open84450.0%+4.1

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
Walls8047.5%40.7%+6.8
No walls2927.6%31.8%-4.3

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

unknown (Rank 28)2026/10/0252340.0%
김멋있다 (Rank 21)2026/09/2942250.0%
Ame33 (Rank 26)2026/09/2783537.5%
Kephirat (Rank 24)2026/09/122020.0%
HEDONISM (Rank 25)2026/09/1274357.1%
Kingheim (Rank 39)2026/06/0451420.0%
Kamille★心意把晶 (Rank 45)2026/06/0231233.3%
Xavious (Rank 24)2026/06/0232166.7%
Taro_Pietro (Rank 28)2026/05/311221016.7%
arikbo1 (Rank 29)2026/05/25220100.0%
a39611619 (Rank 21)2026/05/22440100.0%
soloisdead (Rank 15)2026/05/21440100.0%
Rayne (Rank 42)2026/05/196060.0%
Momomia (Rank 26)2026/05/16113827.3%
Mo_superb (Rank 32)2026/05/144040.0%
偷桃 (Rank 25)2026/05/10220100.0%
Un_Frog (Rank 21)2026/05/10330100.0%
Ronin (Rank 21)2026/05/06220100.0%
juersh (Rank 22)2026/04/2421150.0%
{*D.S*}gizmo_kingo (Rank 45)2026/04/214040.0%
Shenmueestamour (Rank 21)2026/04/1631233.3%
PanicRushAttack (Rank 20)2026/04/1632166.7%
alteredbeast (Rank 22)2026/04/1642250.0%
LordBaconTheBoss (Rank 28)2026/04/1051420.0%
MisterVFDC (Rank 39)2026/04/092020.0%

Round openings

Every character

evade up519.3%
backdash into back kick+guard4K+G468.4%
evade up into kickK468.4%
Nakageri3K into Nagiharai3KP264.7%
crouch into Zensoutai2KK203.6%
backdash193.5%
crouch into Backer Shift Combination3KKKK193.5%
Dash Hammer Kick66K183.3%
kickK152.7%
forward dash into Knee Kick6K112.0%
Somersault Kick7K101.8%
Somersault Kick7K into Somersault Zwei7KK101.8%
backdash into back punch+kick+guard4P+K+G101.8%
guardG101.8%
no input91.6%

131 further openings account for the other 228 rounds.

Dural

Career
414–428 · 49.2%
This season
127 matches · 38.6%
Peak rank
25

First hit in 43.8% of 495 rounds. Won 49.3% of the rounds they struck first, 36.3% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

evade up509.9%
backdash into back kick+guard4K+G469.1%
evade up into kickK448.7%
Nakageri3K into Nagiharai3KP265.2%
crouch into Zensoutai2KK204.0%
crouch into Backer Shift Combination3KKKK193.8%
Dash Hammer Kick66K183.6%
backdash153.0%
forward dash into Knee Kick6K112.2%
Somersault Kick7K102.0%
Somersault Kick7K into Somersault Zwei7KK102.0%
backdash into back punch+kick+guard4P+K+G102.0%
guardG91.8%
kickK91.8%
up-forward kick+guard9K+G91.8%

113 further openings account for the other 198 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira14–4 · 78%1–6 · 14%too few to test
Jacky5–12 · 29%0–2 · 0%too few to test

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?

Sarah

Career
70–38 · 64.8%
This season
10 matches · 60.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

kickK613.6%
Switch Kick4K49.1%
backdash49.1%
backdash into Feather Scarecrow8K36.8%
crouch into Valkyrie Low1K+G36.8%
Sharpsword44K into Sharpsword Combo44KK24.5%
evade up into Full Spin Heel Kick9K24.5%
evade up into kickK24.5%
Back Knuckle4P into Serpent Rage4PK12.3%
Feather Scarecrow8K12.3%
Full Spin Heel Kick9K into kickK12.3%
Long Snap Side Chop3P+K12.3%
Rising Elbow6P12.3%
Somersault Kick7K into kickK12.3%
Stiletto66K12.3%

11 further openings account for the other 11 rounds.

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 (14 here; about 0.7 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: 0 of 14 tests hold up
  • Sarah: not tested (too few rounds)