VirtuAnalytics

Novel Insights Through Data & Analysis

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

Dural

JACK-ASS

Career matches678
Career win rate53.4%
Round win rate52.1%
Peak rank27
Distinct opponents111
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1379 #2,760 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

Dural2767836231653.4%

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

713 of 973 rounds counted

6.4 inputs a second (384 a minute) this season. Faster than 28% of the 4,069 regulars with enough rounds counted to compare.

By character played

Dural6.4384713

By opponent's character

Akira6.438756
Lau6.539255
Aoi6.338146
Wolf6.438473
Jacky6.438247
Vanessa6.438271
Jeffry6.438432
Brad6.337953
Sarah6.538944
Pai6.639631
Shun6.337622
El Blaze6.438523
Goh6.438519
Jean6.337625
Lion6.538832
Kage6.438426
Dural6.63948
Taka5.834614
Lei Fei6.438623
Eileen6.639613

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

Akira28171160.7%+0.3
Lau23101343.5%-11.7
Aoi2013765.0%+4.1
Wolf1812666.7%+11.3
Jacky1610662.5%+1.7
Vanessa1661037.5%-8.8
Jeffry1510566.7%+16.1
Brad146842.9%-4.2
Sarah136746.1%-11.4
Pai104640.0%-9.9
Shun107370.0%+19.3
El Blaze93633.3%-13.1
Goh97277.8%+21.9
Jean94544.4%-14.0
Lion94544.4%-3.2
Kage73442.9%-0.4
Dural64266.7%+16.1
Taka63350.0%+6.8
Lei Fei52340.0%-17.9
Eileen32166.7%-4.3

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

Full Fence40231757.5%+1.3
Rectangle39281171.8%+20.1
Breakable Half Fence28171160.7%-2.6
Half Fence26161061.5%+9.0
Single Wall26131350.0%-0.2
Breakable Full Fence2471729.2%-19.4
Octagon21101147.6%-3.2
Full Fence and Open1531220.0%-31.3
Open158753.3%+1.4
Low Fence87187.5%+30.9

1 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls17856.7%54.7%+2.0
No walls4957.1%52.0%+5.2

Walls against open: -3.1 points (95% range -18.5 to +12.2), p 0.689 — 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

Jacky_Chan (Rank 29)2026/08/2253260.0%
Someonetrytowin (Rank 27)2026/08/2283537.5%
김치 (Rank 23)2026/08/22440100.0%
MNDZ (Rank 26)2026/08/2154180.0%
ShieldHolder (Rank 28)2026/08/2171614.3%
パニガーレ (Rank 23)2026/08/2143175.0%
sergei_yamada (Rank 29)2026/08/2131233.3%
uribo (Rank 25)2026/08/2131233.3%
prestidigitator0 (Rank 25)2026/08/2063350.0%
GAMEN_MITENAI (Rank 29)2026/08/0431233.3%
AgnusDei (Rank 24)2026/08/0432166.7%
mgn6960 (Rank 26)2026/08/0332166.7%
BANANA (Rank 29)2026/08/034040.0%
massaka_summer (Rank 25)2026/08/0374357.1%
パパ (Rank 26)2026/08/0253260.0%
siesuu (Rank 27)2026/08/0253260.0%
Hi-VisionZERO (Rank 27)2026/05/28104640.0%
sicker02 (Rank 27)2026/05/2763350.0%
mini0501 (Rank 28)2026/05/263030.0%
すずもも (Rank 23)2026/05/1132166.7%
FOX_CQC (Rank 21)2026/05/0931233.3%
あぶらこ (Rank 22)2026/05/0931233.3%
委員ちょ (Rank 21)2026/05/0932166.7%
GamingMogura (Rank 24)2026/05/0832166.7%
もっちぃ (Rank 21)2026/05/07330100.0%

Round openings

Dural

Career
362–316 · 53.4%
This season
246 matches · 54.1%
Peak rank
27

First hit in 48.2% of 969 rounds. Won 53.5% of the rounds they struck first, 50.6% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 8.9% of rounds, against 4.7% in their other rounds.
  • Against Aoi: opens with “236P+K down, down-forward, forward punch+kick” in 15.2% of rounds, against 4.8% against everyone else.
  • On Breakable Full Fence stages: opens with “backdash” in 13.6% of rounds, against 5.1% on the other stages.

How is this tested?

backdash565.8%
down, down-forward, forward punch+kick236P+K555.7%
down-forward punch+kick3P+K505.1%
Somersault Kick7K into Somersault Zwei7KK424.3%
Rising Elbow6P404.1%
backdash into Nakageri3K373.8%
backdash into Soukyu46P343.5%
backdash into Stop Kick4K242.5%
Nakageri3K232.4%
Rising Elbow6P into kickK212.2%
backdash into Somersault Zwei7KK191.9%
punchP191.9%
punchP into One TwoPP191.9%
Rising Elbow6P into Double Joint Butt6PK171.8%
backdash into Somersault Kick7K171.8%

156 further openings account for the other 500 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira13–8 · 62%4–3 · 57%too few to test
Lau7–7 · 50%3–4 · 43%too few to test
Aoi9–4 · 69%4–2 · 67%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?

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: 3 of 14 tests hold up