VirtuAnalytics

Novel Insights Through Data & Analysis

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

Dural

Akumasama

  • Pai
Career matches3,803
Career win rate57.9%
Round win rate56.7%
Peak rank35
Distinct opponents77
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1726 #665 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

Dural351,9681,15881058.8%
Pai331,8351,04579057.0%

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

1,528 of 1,802 rounds counted

6.4 inputs a second (384 a minute) this season. Faster than 29% of the 4,069 regulars with enough rounds counted to compare.

By character played

Dural6.43841,469
Pai6.740059

By opponent's character

Jacky6.3381134
Akira6.3379150
Sarah6.538769
Goh6.0357140
Jean6.2374137
Wolf6.4385130
Lei Fei6.2373116
Taka6.337854
Brad6.639799
Lion6.538994
Vanessa7.041875
Lau6.840971
Pai6.840582
Shun6.237555
El Blaze6.639342
Aoi6.438436
Kage6.338023
Jeffry6.740214
Eileen8.75197

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

Jacky53233043.4%-11.7
Akira44271761.4%+18.3
Sarah43271662.8%+7.3
Goh39172243.6%-11.4
Jean34211361.8%+10.2
Wolf34151944.1%-13.7
Lei Fei29171258.6%+7.2
Taka26161061.5%-14.8
Brad2517868.0%+8.9
Lion24121250.0%-5.1
Vanessa2422291.7%+13.6
Lau2112957.1%-11.8
Pai2118385.7%+4.2
Shun1915479.0%+13.8
El Blaze115645.5%-19.0
Aoi96366.7%+7.9
Kage52340.0%-22.1
Jeffry32166.7%-18.1
Eileen220100.0%+8.6

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

Single Wall65402561.5%+0.1
Full Fence55371867.3%+10.4
Low Fence53282552.8%-3.1
Half Fence49272255.1%+1.5
Breakable Half Fence46301665.2%+3.5
Open42251759.5%-1.1
Breakable Full Fence41281368.3%+7.2
Octagon36231363.9%+4.0
Rectangle34161847.1%-15.7
Full Fence and Open29171258.6%-2.7

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls26161.7%59.3%+2.4
No walls16058.1%59.2%-1.1

Walls against open: +3.5 points (95% range -6.1 to +13.1), p 0.477 — 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

speedymat (Rank 29)2026/09/1275271.4%
CoolerTails (Rank 37)2026/09/121910952.6%
Smashquatch (Rank 30)2026/09/0998188.9%
Kamille★修正パンチ (Rank 45)2026/09/071321115.4%
MarlyJay (Rank 34)2026/08/2994544.4%
EverlastingFGC[SCO] (Rank 33)2026/08/2976185.7%
Itesmee (Rank 24)2026/08/2576185.7%
BloodyRoseVF (Rank 37)2026/08/052081240.0%
Dreamcast (Rank 26)2026/07/3185362.5%
Dadino67italy (Rank 33)2026/07/2928141450.0%
Ariel (Rank 11)2026/07/26880100.0%
TheWarriorsDen (Rank 30)2026/07/26147750.0%
GOMVPGO (Rank 30)2026/07/2687187.5%
Citywolf (Rank 34)2026/07/26125741.7%
Saago_65 (Rank 33)2026/07/20146842.9%
kila_kam (Rank 39)2026/07/20136746.1%
SDrakeo (Rank 31)2026/07/201210283.3%
brogasaurusrex (Rank 29)2026/07/192014670.0%
Espiro (Rank 31)2026/07/0391811.1%
mrsamurai (Rank 30)2026/06/27137653.9%
nadol90 (Rank 35)2026/06/272591636.0%
Kingheim (Rank 36)2026/06/2482625.0%
Taro_Pietro (Rank 26)2026/06/201813572.2%
erictheworldisblack (Rank 26)2026/06/13139469.2%
Dadino03italy (Rank 35)2026/05/232171433.3%

Round openings

Every character

evade up18510.2%
evade up into kickK1508.2%
backdash into back, back kick+guard44K+G1287.0%
down, down-forward, forward punch+kick236P+K1075.9%
kickK915.0%
punchP into One TwoPP653.6%
back, down-back, down, down-forward, forward punch+kick41236P+K623.4%
punchP into Rising Elbow6P583.2%
guardG472.6%
punchP462.5%
Slant Back Knuckle1P into High Spin Kick1PK442.4%
crouch dash back into guardG382.1%
crouch into Zensoutai2KK362.0%
punchP into Punch High KickPK351.9%
Side Kick Combination3KKK into Backer Shift Combination3KKKK321.8%

202 further openings account for the other 698 rounds.

Dural

Career
1,158–810 · 58.8%
This season
451 matches · 59.4%
Peak rank
35

First hit in 38.5% of 1,727 rounds. Won 61.0% of the rounds they struck first, 54.1% of the rounds they were struck first.

Significant Tells

  • Against Akira: waits first in 18.5% of rounds, against 5.8% against everyone else.
  • After opening the round before by waiting: waits first in 26.2% of rounds, against 5.7% after anything else.
  • Against Taka: opens with “236P+K down, down-forward, forward punch+kick” in 16.3% of rounds, against 5.5% against everyone else.
  • After opening the round before with “236P+K down, down-forward, forward punch+kick”: opens with “236P+K down, down-forward, forward punch+kick” in 27.8% of rounds, against 3.8% after anything else.

How is this tested?

evade up18510.5%
evade up into kickK1508.5%
backdash into back, back kick+guard44K+G1287.3%
down, down-forward, forward punch+kick236P+K1076.1%
kickK915.2%
punchP into One TwoPP653.7%
back, down-back, down, down-forward, forward punch+kick41236P+K623.5%
punchP into Rising Elbow6P583.3%
guardG462.6%
Slant Back Knuckle1P into High Spin Kick1PK442.5%
crouch dash back into guardG372.1%
crouch into Zensoutai2KK362.0%
punchP into Punch High KickPK352.0%
punchP331.9%
Side Kick Combination3KKK into Backer Shift Combination3KKKK321.8%

185 further openings account for the other 654 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky15–17 · 47%6–9 · 40%too few to test
Akira23–11 · 68%2–5 · 29%too few to test
Sarah17–9 · 65%8–5 · 62%too few to test
Goh7–12 · 37%6–8 · 43%too few to test
Jean10–5 · 67%8–7 · 53%too few to test
Wolf4–7 · 36%6–8 · 43%too few to test
Lei Fei13–8 · 62%4–2 · 67%too few to test
Taka6–6 · 50%9–3 · 75%too few to test
Lion7–7 · 50%4–4 · 50%too few to test
Vanessa9–0 · 100%13–2 · 87%too few to test
Lau11–4 · 73%1–4 · 20%too few to test
Pai13–2 · 87%4–1 · 80%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?

Pai

Career
1,045–790 · 57.0%
This season
15 matches · 53.3%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP1322.0%
punchP into crouch1016.9%
punchP into Ensei Soushouheki4P58.5%
crouch dash back into Rikensui1P46.8%
crouch dash back into Meishouho4P+K+G23.4%
crouch dash back into evade down23.4%
crouch into Renka Sentai2KK23.4%
down-back punch+kick1P+K23.4%
punchP into RenshouPP23.4%
punchP into kickK23.4%
Hi'en Tenshi2P+K into Tenshi Katsumentai Haishin2P+KK11.7%
Meishouho4P+K+G into punchP11.7%
Sensaitai2K11.7%
Sensaitai2K into Renka Sentai2KK11.7%
Soukasui3P into backward movement11.7%

10 further openings account for the other 10 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 (16 here; about 0.8 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: 4 of 16 tests hold up
  • Pai: not tested (too few rounds)