VirtuAnalytics

Novel Insights Through Data & Analysis

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

Dural

ridge_racer458

  • El Blaze
  • Jacky
  • Lion
  • Shun
  • Taka
  • Jeffry
  • Jean
  • Brad
  • Lau
  • Vanessa
Career matches1,151
Career win rate76.0%
Round win rate64.9%
Peak rank29
Distinct opponents19
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1714 #732 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

Dural281761472983.5%
Jean26146915562.3%
El Blaze291451123377.2%
Taka26102713169.6%
Sarah—98752376.5%
Vanessa2778651383.3%
Lion2777631481.8%
Lau2670571381.4%
Aoi—62422067.7%
Jacky265548787.3%
Brad265447787.0%
Wolf—44242054.5%
Jeffry222216672.7%
Shun232217577.3%

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

125 of 313 rounds counted

7.4 inputs a second (446 a minute) this season. Faster than 58% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze7.444246
Lion8.048112
Shun7.645626
Taka8.14867
Jeffry7.343621
Jean6.841113

By opponent's character

Aoi7.444644
Wolf7.545323
Sarah7.846721
Brad6.841113
Dural6.84078
Jacky7.645716

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

Aoi1811761.1%-15.1
Wolf1714382.3%+0.5
Sarah1413192.9%+19.0
Brad52340.0%-36.0
Dural52340.0%-32.9
Goh440100.0%+21.1
Jacky440100.0%+22.2
Kage43175.0%+7.5
Lau440100.0%+26.0
Vanessa220100.0%+7.8

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 Fence11110100.0%+20.3
Half Fence107370.0%-14.1
Open10100100.0%+25.1
Single Wall107370.0%-7.6
Breakable Half Fence95455.6%-17.9
Full Fence84450.0%-18.3
Low Fence75271.4%-7.1
Rectangle75271.4%-5.8
Octagon440100.0%+26.4
Full Fence and Open110100.0%+34.8

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
Walls4973.5%76.4%-2.9
No walls2781.5%77.5%+4.0

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

justaname00 (Rank 28)2026/09/24220100.0%
MindDragon (Rank 16)2026/09/1032166.7%
truckstopchilidog (Rank 21)2026/08/05440100.0%
BLACKSTAR (Rank 36)2026/08/052020.0%
FatTwink (Rank 21)2026/06/21440100.0%
seedash (Rank 32)2026/06/21115645.5%
DDRMONKEY (Rank 24)2026/06/21440100.0%
BehemothTyphoon (Rank 26)2026/06/2132166.7%
illa_NoiZe (Rank 27)2026/04/17440100.0%
Frankster35 (Rank 26)2026/04/0887187.5%
{SINS}_yoyo*TPH* (Rank 25)2026/04/0376185.7%
Zakar84 (Rank 21)2026/04/03220100.0%
onuelito (Rank 32)2026/04/02220100.0%
tenpai (Rank 28)2026/04/022020.0%
Tamburlaine (Rank 21)2026/03/31220100.0%
tx_tofu (Rank 25)2026/03/3186275.0%
itrap (Rank 28)2026/03/2843175.0%
puppyluvv (Rank 18)2026/03/2732166.7%
AV9423 (Rank 25)2026/03/27220100.0%

Round openings

Every character

backdash into backward movement6821.7%
backdash into evade up5016.0%
backdash into guardG4815.3%
Shadow Strike6P into Shadow Fang6PK72.2%
backdash72.2%
backdash into Darkness Sword43K+G51.6%
backdash into Low Drop Kick1K+G51.6%
backdash into Senkyutai1K51.6%
backdash into Rensansui Banchu46P+KPP41.3%
backdash into throwP+G41.3%
crouch into Low Drop Kick1K+G41.3%
Middle Smash6P into Middle Smash Sword6PK31.0%
backdash into Jackal Straight46P+K31.0%
backdash into Low Spin Kick1K+G31.0%
backdash into punchP31.0%

79 further openings account for the other 94 rounds.

El Blaze

Career
112–33 · 77.2%
This season
17 matches · 70.6%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1419.4%
backdash into backward movement1318.1%
Shadow Strike6P into Shadow Fang6PK79.7%
backdash into guardG68.3%
backdash into Darkness Sword43K+G56.9%
backdash into Low Drop Kick1K+G56.9%
crouch into Low Drop Kick1K+G45.6%
Overtune Blow3P+K into throwP+G22.8%
Shadow Strike6P22.8%
backdash into Head Smash Kick46K22.8%
Low Drop Kick1K+G11.4%
Shadow Spear6K11.4%
Short Upper3P into Combination Blow3PP11.4%
Volcano Knee6K+G11.4%
backdash11.4%

7 further openings account for the other 7 rounds.

Jacky

Career
48–7 · 87.3%
This season
16 matches · 87.5%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement1826.1%
backdash into guardG1623.2%
backdash into evade up1014.5%
Middle Smash6P into Middle Smash Sword6PK34.3%
backdash into Low Spin Kick1K+G34.3%
backdash into Dragon Combination 21P+KP22.9%
backdash into Slant Back Knuckle1P22.9%
backdash into throwP+G22.9%
Beat KnuckleP+K into Beat & Back KnuckleP+KP11.4%
Beat KnuckleP+K into Beat Spin KickP+KK11.4%
Groin Kick6K+G11.4%
backdash into Body Blow3P+K11.4%
backdash into Middle Spin Kick46K+G11.4%
backdash into Rage Kick1PK11.4%
backdash into Side Hook Turn44P11.4%

6 further openings account for the other 6 rounds.

Lion

Career
63–14 · 81.8%
This season
11 matches · 72.7%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1023.3%
backdash into guardG613.9%
backdash into Senkyutai1K511.6%
backdash into backward movement511.6%
backdash into Rensansui Banchu46P+KPP49.3%
backdash into Kishitsu Kasensou43P24.7%
crouch into Senkyutai1K24.7%
backdash into Heimonkyaku6K12.3%
backdash into Katousui2P12.3%
backdash into Rakugekishou3PP12.3%
backdash into Touku Rigou Bantaitetsu46K+G12.3%
backdash into Tourou Hassou41236P12.3%
backdash into Zensoutai2KK12.3%
backdash into throwP+G12.3%
backward movement into evade up12.3%

1 further openings account for the other 1 rounds.

Taka

Career
71–31 · 69.6%
This season
7 matches · 71.4%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG517.2%
backdash into evade up413.8%
backdash into punchP310.3%
backdash26.9%
backdash into Tsuyubarai2P+K26.9%
backdash into backward movement26.9%
Kumoyaburi4P+K into Ten'yaburi4P+KP13.5%
backdash into Chu Tsuppari 26P+KP13.5%
backdash into Gozou Kehataki4KP13.5%
backdash into Kachi'age33P+K13.5%
backdash into Kumoyaburi4P+K13.5%
backdash into Takatsumehashi3P+K13.5%
backdash into crouch dash forward13.5%
backdash into down-back punch+kick+guard1P+K+G13.5%
backdash into kickK13.5%

2 further openings account for the other 2 rounds.

Shun

Career
17–5 · 77.3%
This season
7 matches · 85.7%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement830.8%
backdash into evade up415.4%
backdash into guardG415.4%
crouch into Haisenchu1P27.7%
Haisenchu1P into Haisenchu Kaikakyaku1PK13.9%
Kasen Chugeki6P into Kasen Zenbokushou6PP13.9%
backdash13.9%
backdash into Haisenchu1P13.9%
backdash into Toukyaku6K+G13.9%
crouch into Gyou'in Haishu3P13.9%
punchP into Chougeki RigoutaiPK13.9%
punchP into kickK13.9%

Jeffry

Career
16–6 · 72.7%
This season
6 matches · 66.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG628.6%
backdash into backward movement523.8%
backdash into evade up314.3%
backdash29.5%
backdash into Body CrushP+K14.8%
backdash into Dash Elbow66P14.8%
backdash into Tsunami Beat3K+G14.8%
backward movement into throwP+G14.8%
crouch into Double Upper3PP14.8%

Jean

Career
91–55 · 62.3%
This season
5 matches · 80.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement525.0%
backdash into guardG420.0%
backdash into evade up315.0%
backdash into Kake'uchi~Maekeri'age46PK210.0%
backdash into Hizageri4K15.0%
backdash into Kousenshu4KP15.0%
backdash into Shitanagi Shutou1P15.0%
backdash into Yoko'enpi~Uchishutou6PP15.0%
backdash into throwP+G15.0%
forward dash into evade up15.0%

Brad

Career
47–7 · 87.0%
This season
3 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement541.7%
backdash into Jackal Straight46P+K325.0%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK18.3%
backdash into Pap Sawk Kao46K+G18.3%
backdash into Rapid Double JabP+K18.3%
backdash into evade up18.3%

Dural

Career
147–29 · 83.5%
This season
3 matches · 66.7%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement650.0%
Rising Elbow6P into Double Joint Butt6PK216.7%
backdash18.3%
backdash into evade up18.3%
backdash into guardG18.3%
backdash into up-back, up, back kick+guard784K+G18.3%

Vanessa

Career
65–13 · 83.3%
This season
1 matches · 0.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: backdash into backward movement240.0%
Defensive Style: backdash into Stinger Low Blow1P+K120.0%
Defensive Style: backdash into evade up120.0%
Defensive Style: backdash into guardG120.0%

Lau

Career
57–13 · 81.4%
This season
1 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Gako Choushitsu6K125.0%
backdash into Sako Soushou4P+K125.0%
backdash into backward movement125.0%
backdash into crouch125.0%

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

  • El Blaze: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Dural: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Lau: not tested (too few rounds)