VirtuAnalytics

Novel Insights Through Data & Analysis

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

Dural

マカロニチャーハン

  • Pai
  • Taka
  • El Blaze
Career matches2,674
Career win rate54.2%
Round win rate43.1%
Peak rank35
Distinct opponents8
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1659 Not ranked yet: the list needs 50 matches. See 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

Dural351,09457452052.5%
El Blaze3267438928557.7%
Taka3252227824453.3%
Pai2938420917554.4%

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.

Against each character

Akira42250.0%+25.1
Goh41325.0%-16.1
Lion32166.7%+15.1
Sarah21150.0%+11.1
Taka2020.0%-23.4
Jacky1010.0%-39.3
Lau1010.0%-56.0
Pai110100.0%+49.1

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

Open42250.0%+25.1
Single Wall4040.0%-42.3
Breakable Half Fence32166.7%+15.1
Full Fence and Open21150.0%+6.8
Low Fence2020.0%-34.9
Rectangle21150.0%+11.1
Octagon110100.0%+49.1

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
Walls666.7%49.4%+17.3
No walls1020.0%31.6%-11.6

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

Umemon2026 (Rank 35)2026/03/301010.0%
mof (Rank 36)2026/03/3042250.0%
ちびあく (Rank 34)2026/03/3021150.0%
raduakira (Rank 32)2026/03/301010.0%
肉彦さん☆彡 (Rank 31)2026/03/2841325.0%
しらんじゃん (Rank 26)2026/03/2832166.7%
oichanJP (Rank 29)2026/03/28110100.0%
Iei-Taicho-0624 (Rank 37)2026/03/282020.0%

Round openings

Every character

backdash into evade up79.5%
forward movement into punchP56.8%
Low Knuckle2P22.7%
Sensaitai2K into Renka Sentai2KK22.7%
Shita Harite2P22.7%
back punch+kick4P+K22.7%
backdash into Kachi'age33P+K22.7%
backdash into Slant Back Knuckle1P22.7%
backdash into Stop Kick4K22.7%
backdash into back kick+guard4K+G22.7%
backdash into guardG22.7%
backdash into punchP22.7%
crouch dash back into Hiji'ate6P22.7%
crouch into down kick+guard2K+G22.7%
down kick+guard2K+G22.7%

36 further openings account for the other 36 rounds.

Dural

Career
574–520 · 52.5%
This season
6 matches · 50.0%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Knuckle2P27.1%
back punch+kick4P+K27.1%
backdash into Slant Back Knuckle1P27.1%
backdash into Stop Kick4K27.1%
backdash into back kick+guard4K+G27.1%
crouch into down kick+guard2K+G27.1%
down kick+guard2K+G27.1%
forward movement into punchP27.1%
Dash Hammer Kick66K13.6%
Slant Back Knuckle1P13.6%
backdash13.6%
backdash into Low Knuckle2P13.6%
backdash into Nagiharai3KP13.6%
backdash into Nakageri~Rapid Kick3KK13.6%
backdash into back, down-back punch+kick41P+K13.6%

5 further openings account for the other 5 rounds.

Pai

Career
209–175 · 54.4%
This season
5 matches · 40.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP316.7%
Sensaitai2K into Renka Sentai2KK211.1%
backdash into evade up211.1%
Honshin Soukyaku1K+G15.6%
Honshin Soukyaku1K+G into evade down15.6%
backdash into Honrakukyaku46K+G15.6%
crouch dash back into Sensaitai2K15.6%
crouch dash back into offensive move15.6%
crouch dash forward into Souanshou3P+K15.6%
crouch into Senchutai3K15.6%
kickK into Senchuken6P15.6%
up, up-forward kick+guard89K+G15.6%
up, up-forward kick+guard89K+G into evade up15.6%
up-forward kick+guard9K+G into guardG15.6%

Taka

Career
278–244 · 53.3%
This season
5 matches · 20.0%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up422.2%
Shita Harite2P211.1%
backdash into Kachi'age33P+K211.1%
crouch dash back into Hiji'ate6P211.1%
Kirikabu Kudaki1P+K into evade down15.6%
Morotezuki66P15.6%
backdash into Hiji'ate6P15.6%
backdash into guardG15.6%
backdash into punchP15.6%
crouch dash forward into throwP+G15.6%
evade up into Shita Harite2P15.6%
punchP into Tsuppari 2PP15.6%

El Blaze

Career
389–285 · 57.7%
This season
2 matches · 50.0%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

High Spin KickK+G110.0%
High-Speed Jab46P into Shouda46PP110.0%
Toe Kick4K into Shadow Slash4KP110.0%
Volcano Upper4P+K110.0%
backdash into Demon's Tail9P+KK110.0%
backdash into Head Smash Kick46K110.0%
backdash into evade up110.0%
backdash into guardG110.0%
guardG into Shouda46PP110.0%
no input110.0%

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)
  • Pai: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)