VirtuAnalytics

Novel Insights Through Data & Analysis

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

Dural

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  • Jacky
  • Taka
  • Jean
Career matches6,556
Career win rate46.0%
Round win rate46.5%
Peak rank27
Distinct opponents103
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1428 #2,480 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

Dural275,4542,4962,95845.8%
Jacky261,09751957847.3%
Taka2142250.0%
Jean211010.0%

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

808 of 1,070 rounds counted

7.5 inputs a second (450 a minute) this season. Faster than 60% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.4446420
Dural7.6453367
Taka8.048315
Jean8.24926

By opponent's character

Jacky7.544999
Akira7.544993
Jeffry7.645688
Wolf7.042271
Lau7.444374
Aoi7.645454
Pai8.047827
Jean7.746155
El Blaze7.746425
Goh8.249553
Eileen6.840747
Sarah8.249536
Vanessa6.438621
Kage7.545124
Brad7.645610
Lei Fei8.148318
Shun6.840913

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

Jacky38172144.7%+1.6
Akira28171160.7%+10.4
Jeffry2251722.7%-16.0
Wolf2091145.0%-2.0
Lau1961331.6%-20.4
Aoi179852.9%+4.3
Pai168850.0%+4.1
Jean1551033.3%-6.2
El Blaze148657.1%+15.7
Goh1410471.4%+29.7
Eileen127558.3%+16.6
Sarah115645.5%-14.6
Vanessa105550.0%+3.9
Kage93633.3%-21.0
Lion52340.0%-1.1
Brad42250.0%-1.2
Lei Fei42250.0%-6.8
Shun4040.0%-23.1

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Low Fence39211853.9%+2.6
Full Fence36132336.1%-4.5
Breakable Full Fence35201557.1%+14.6
Open30131743.3%-3.8
Octagon29151451.7%+6.2
Single Wall2261627.3%-20.5
Full Fence and Open2191242.9%-9.2
Breakable Half Fence1811761.1%+19.7
Half Fence156940.0%-5.1
Rectangle1331023.1%-14.7

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14646.6%42.9%+3.7
No walls9144.0%48.6%-4.7

Walls against open: +8.4 points (95% range -4.5 to +21.3), p 0.204 — 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

a39611619 (Rank 21)2026/07/19440100.0%
TaKaArAsHi573 (Rank 25)2026/07/1942250.0%
elf4sale (Rank 27)2026/06/0961516.7%
猫鼻 (Rank 29)2026/06/0682625.0%
twinsshine (Rank 27)2026/06/0631233.3%
伍の人 (Rank 28)2026/06/0553260.0%
osAnKIRA (Rank 23)2026/06/0343175.0%
muuuuuuk (Rank 27)2026/06/0342250.0%
銀 (Rank 26)2026/06/03125741.7%
MTAR_GARU (Rank 24)2026/06/0331233.3%
emespink (Rank 26)2026/06/0351420.0%
東州 (Rank 31)2026/06/0351420.0%
松 (Rank 24)2026/06/0254180.0%
うをん (Rank 30)2026/06/024040.0%
XsT (Rank 27)2026/05/3031233.3%
xXsoul-childXx (Rank 26)2026/05/3062433.3%
ttfour@サラしかできないw (Rank 21)2026/05/3032166.7%
タイヨウ (Rank 30)2026/05/2731233.3%
DDaDDai (Rank 26)2026/05/2785362.5%
nikuzuki (Rank 27)2026/05/2762433.3%
ぽん (Rank 23)2026/05/2642250.0%
ma.ya2013 (Rank 25)2026/05/1631233.3%
manman (Rank 27)2026/05/1685362.5%
pochiyone (Rank 26)2026/05/1652340.0%
NEKOz (Rank 25)2026/05/1641325.0%

Round openings

Every character

guardG827.7%
no input807.5%
punchP into Jab StraightPP575.3%
punchP into One TwoPP494.6%
backdash into Spin Heel Sword4K+G353.3%
backdash into back kick+guard4K+G312.9%
crouch into Low Spin Kick1K+G282.6%
backdash into Middle Spin Kick46K+G272.5%
punchP242.2%
Spine Whip4P into Lumpini Combination4PK201.9%
Jab StraightPP into Jab Double StraightPPP191.8%
backdash into back, back kick+guard44K+G191.8%
guardG into Lumpini Combination4PK151.4%
backdash into Spinning Back Knuckle4P141.3%
guardG into Spinning Arm Kick4PK141.3%

240 further openings account for the other 558 rounds.

Jacky

Career
519–578 · 47.3%
This season
132 matches · 47.0%
Peak rank
26

First hit in 45.7% of 549 rounds. Won 51.0% of the rounds they struck first, 45.6% of the rounds they were struck first.

Significant Tells

  • After losing a round: attacks straight away in 51.2% of rounds, against 31.7% after winning one.
  • In round 1: opens with “no input” in 16.7% of rounds, against 1.9% in their other rounds.

How is this tested?

punchP into Jab StraightPP5710.3%
guardG376.7%
backdash into Spin Heel Sword4K+G356.3%
no input305.4%
crouch into Low Spin Kick1K+G285.0%
backdash into Middle Spin Kick46K+G274.9%
Jab StraightPP into Jab Double StraightPPP193.4%
punchP152.7%
backdash into Spinning Back Knuckle4P142.5%
guardG into Spinning Arm Kick4PK142.5%
backward movement into Groin Kick6K+G132.3%
Middle Spin Kick46K+G122.2%
Spinning Back Knuckle4P into Spinning Arm Kick4PK122.2%
guardG into Groin Kick6K+G81.4%
Spin Heel Sword4K+G71.3%

121 further openings account for the other 227 rounds.

Dural

Career
2,496–2,958 · 45.8%
This season
125 matches · 44.8%
Peak rank
27

First hit in 45.1% of 485 rounds. Won 50.7% of the rounds they struck first, 39.9% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 56.0% of rounds, against 32.6% in their other rounds.
  • After losing a round: attacks straight away in 59.5% of rounds, against 33.9% after winning one.
  • When behind: attacks straight away in 60.4% of rounds, against 37.5% when ahead or level.
  • In round 1: opens with “no input” in 26.4% of rounds, against 4.0% in their other rounds.

How is this tested?

punchP into One TwoPP499.9%
no input489.7%
guardG448.9%
backdash into back kick+guard4K+G316.2%
Spine Whip4P into Lumpini Combination4PK204.0%
backdash into back, back kick+guard44K+G193.8%
guardG into Lumpini Combination4PK153.0%
punchP into crouch112.2%
punchP91.8%
up kick+guard8K+G into kick+guardK+G91.8%
One TwoPP into One Two UpperPPP81.6%
back kick+guard4K+G71.4%
crouch into Zensoutai2KK71.4%
crouch into down kick+guard2K+G71.4%
punchP into Low Knuckle2P71.4%

102 further openings account for the other 205 rounds.

Taka

Career
2–2 · 50.0%
This season
3 matches · 66.7%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Shiko4K+G426.7%
Kumoyaburi4P+K213.3%
Aka'oni MidaremageP+K16.7%
Chu Tsuppari6P+K into Aka'oni MidaremageP+K16.7%
Kachi'age33P+K into Aka'oni MidaremageP+K16.7%
Kumoyaburi4P+K into Aka'oni MidaremageP+K16.7%
Takatsumehashi3P+K into Aka'oni MidaremageP+K16.7%
backdash into Chu Tsuppari6P+K16.7%
backdash into Gozougeri4K16.7%
backdash into Honda Zutsuki4PP+K16.7%
guardG16.7%

Jean

Career
0–1 · 0.0%
This season
2 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input233.3%
backdash into Hou'ou Kourui Otoshi4K+G116.7%
backdash into Kake'uchi46P116.7%
guardG into throw escape116.7%
punchP into KounirenPP116.7%

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 (30 here; about 1.5 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

  • Jacky: 2 of 15 tests hold up
  • Dural: 4 of 15 tests hold up
  • Taka: not tested (too few rounds)
  • Jean: not tested (too few rounds)