VirtuAnalytics

Novel Insights Through Data & Analysis

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

Dural

kuritarou_evol

  • Lion
  • Wolf
  • Jacky
  • Jean
  • Pai
Career matches3,193
Career win rate51.9%
Round win rate50.6%
Peak rank35
Distinct opponents152
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1632 #1,147 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

Dural351,57779378450.3%
Lion351,43678065654.3%
Wolf2591434847.2%
Jean2644202445.5%
Jacky2633181554.5%
Pai25123925.0%

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

1,434 of 1,603 rounds counted

7.2 inputs a second (430 a minute) this season. Faster than 50% of the 4,069 regulars with enough rounds counted to compare.

By character played

Dural7.0419839
Lion7.4445510
Wolf6.841033
Jacky7.746421
Jean7.142521
Pai8.148610

By opponent's character

Akira7.3436232
Jacky7.1427164
Jeffry7.3436118
Wolf7.4445106
Jean7.042282
Shun7.042097
Brad7.544779
Lau7.142571
Aoi7.041872
El Blaze7.042258
Goh7.645869
Kage6.941454
Sarah6.840848
Lion6.941337
Lei Fei6.840935
Pai7.344132
Taka7.544827
Dural7.243427
Vanessa6.539026

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

Akira61313050.8%-3.8
Jacky41202148.8%-2.6
Jeffry31141745.2%-8.9
Wolf30141646.7%-6.6
Jean26111542.3%-12.0
Shun24141058.3%+7.6
Brad2213959.1%+6.3
Lau21101147.6%+4.2
Aoi1991047.4%-4.1
El Blaze1981142.1%-9.8
Goh1710758.8%+8.8
Kage1510566.7%+17.9
Sarah158753.3%-0.4
Lion127558.3%+7.6
Lei Fei106460.0%+5.2
Pai85362.5%+9.5
Taka74357.1%+3.5
Dural63350.0%-3.2
Vanessa65183.3%+34.5
Eileen43175.0%+16.1

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.

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 Half Fence51302158.8%+6.6
Single Wall48301862.5%+8.8
Rectangle40231757.5%+7.8
Breakable Full Fence39231659.0%+8.6
Low Fence38201852.6%-0.6
Full Fence37172046.0%-7.9
Octagon36132336.1%-17.4
Open35122334.3%-16.7
Half Fence34211361.8%+13.6
Full Fence and Open167943.8%-9.2

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
Walls23753.6%51.6%+2.0
No walls12151.2%52.7%-1.5

Walls against open: +3.4 points (95% range -7.8 to +14.6), p 0.548 — 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

りゅうのすけ (Rank 33)2026/10/16105550.0%
ぶーん (Rank 34)2026/10/1462433.3%
ヘニオ (Rank 35)2026/10/14115645.5%
びすぽ! (Rank 36)2026/10/1341325.0%
ちょいそる (Rank 33)2026/09/2976185.7%
ATSHSHI (Rank 33)2026/09/29440100.0%
タイヨウ (Rank 33)2026/09/2952340.0%
VF12360-PC (Rank 38)2026/09/2663350.0%
インド人を右に (Rank 32)2026/09/2552340.0%
nanami.madogiwa (Rank 36)2026/09/24440100.0%
★闘将拉麵男★ (Rank 37)2026/09/23145935.7%
獣王(設定2) (Rank 32)2026/09/23660100.0%
Hi:D (Rank 34)2026/09/1241325.0%
무파ZeroBlue (Rank 34)2026/09/0942250.0%
[VirtuAnalytics]SuperGolden (Rank 34)2026/08/2943175.0%
manao_0609 (Rank 31)2026/08/28440100.0%
青山@はなちゃん (Rank 29)2026/08/28440100.0%
Gun-Interceptor (Rank 27)2026/08/2752340.0%
interceptor (Rank 34)2026/07/3074357.1%
乃木ぽん (Rank 30)2026/07/2442250.0%
らうらう (Rank 30)2026/07/2451420.0%
orz (Rank 27)2026/07/2363350.0%
kazupon_myst/かずぽん (Rank 33)2026/07/2063350.0%
icepiccck (Rank 31)2026/05/1551420.0%
MikuMartineau (Rank 29)2026/04/2643175.0%

Round openings

Every character

guardG1369.6%
guardG into throw escape725.1%
evade up644.5%
backdash into back, back kick+guard44K+G543.8%
evade up into punch+kick+guardP+K+G473.3%
forward movement into One TwoPP412.9%
forward movement into punchP402.8%
forward movement into One Two UpperPPP332.3%
backdash into back kick+guard4K+G322.2%
evade down into Banchu6P302.1%
Banchu6P241.7%
forward movement into Koushu RensuiPP231.6%
Tourou Hassou41236P211.5%
Taizan Soukoushu4P+K171.2%
punchP into Koushu RensuiPP161.1%

333 further openings account for the other 771 rounds.

Counted from 348 of the 394 matches played. The rest were not pulled for openings.

Dural

Career
793–784 · 50.3%
This season
218 matches · 55.0%
Peak rank
35

First hit in 36.0% of 805 rounds. Won 57.6% of the rounds they struck first, 50.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 45.5% of rounds, against 20.2% in their other rounds.
  • On Breakable Full Fence stages: moves in first in 26.1% of rounds, against 16.0% on the other stages.
  • After opening the round before by waiting: waits first in 28.6% of rounds, against 16.6% after anything else.
  • After winning a round: waits first in 27.0% of rounds, against 12.6% after losing one.
  • When ahead: waits first in 29.8% of rounds, against 14.7% when level or behind.
  • In round 4 or later: opens with “evade up” in 14.3% of rounds, against 4.7% in their other rounds.
  • Against El Blaze: opens with “evade up into P+K+G punch+kick+guard” in 14.0% of rounds, against 5.2% against everyone else.
  • On Single Wall stages: opens with “evade up” in 15.3% of rounds, against 6.0% on the other stages.
  • After opening the round before with “backdash into 44K+G back, back kick+guard”: opens with “evade up” in 22.5% of rounds, against 8.3% after anything else.
  • After losing a round: opens with “evade up” in 13.3% of rounds, against 5.6% after winning one.
  • When behind: opens with “evade up” in 14.3% of rounds, against 5.4% when ahead or level.

How is this tested?

guardG9411.6%
evade up617.5%
backdash into back, back kick+guard44K+G546.7%
evade up into punch+kick+guardP+K+G475.8%
guardG into throw escape435.3%
forward movement into One TwoPP415.1%
forward movement into One Two UpperPPP334.1%
backdash into back kick+guard4K+G293.6%
forward movement into punchP253.1%
Soukyu46P into forward dash151.9%
guardG into Dragon Smash Cannon1K151.9%
back kick+guard4K+G121.5%
forward dash into forward, forward punch+kick66P+K111.4%
forward movement into Combo Somersault KickPPPK111.4%
punchP into One TwoPP111.4%

156 further openings account for the other 308 rounds.

Counted from 191 of the 218 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira5–9 · 36%7–7 · 50%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.

27 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Lion

Career
780–656 · 54.3%
This season
155 matches · 49.0%
Peak rank
35

First hit in 50.0% of 516 rounds. Won 50.4% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 31.6% of rounds, against 13.1% in their other rounds.
  • In round 1: opens with “G guard into throw escape” in 9.6% of rounds, against 2.8% in their other rounds.

How is this tested?

evade down into Banchu6P305.7%
guardG275.1%
Banchu6P244.6%
guardG into throw escape244.6%
forward movement into Koushu RensuiPP234.4%
Tourou Hassou41236P214.0%
Taizan Soukoushu4P+K173.2%
punchP into Koushu RensuiPP163.0%
Shicchi Soutai3K+G152.9%
Shicchi Soutai3K+G into guardG152.9%
forward movement into punchP142.7%
forward movement into Renkan SenshouPPP122.3%
Juchou Senshou8P+K112.1%
Ukoushin46P+K into Ryusei Renkoushu46P+KP101.9%
Touku Rigou Bantaitetsu46K+G into forward movement91.7%

126 further openings account for the other 258 rounds.

Counted from 136 of the 155 matches played. The rest were not pulled for openings.

Wolf

Career
43–48 · 47.2%
This season
9 matches · 44.4%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG824.2%
guardG into throw escape412.1%
Quick Shoulder66P+K into forward dash39.1%
backdash into Short Shoulder46P+K26.1%
Jab StraightPP into One Two UpperPPP13.0%
Jumping Knee Butt66K+G13.0%
Level Back CrushP+K into forward movement13.0%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K13.0%
Quick Shoulder66P+K into Level Back CrushP+K13.0%
Screw Hook63214P into Screw Lariat63214PP13.0%
backdash into Elbow Butt4P13.0%
backdash into Level Back CrushP+K13.0%
backdash into One-Hand Reverse Hammer4P+K13.0%
backdash into Quick Shoulder66P+K13.0%
backward movement into Low Drop Kick62K13.0%

5 further openings account for the other 5 rounds.

Jacky

Career
18–15 · 54.5%
This season
5 matches · 60.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Groin Kick6K+G29.5%
Long Stride Back Knuckle4P+K29.5%
Switch StepP+K+G into Switch Chopping BlowP+K+GP29.5%
guardG29.5%
Middle Spin Kick46K+G14.8%
Slant Back Knuckle1P14.8%
Slide Shuffle (Deflect)4P+K+G into Smash Low Kick2K14.8%
Spinning KickK+G into evade up14.8%
Switch StepP+K+G into Switch Spin KickP+K+GK14.8%
backdash into Spin Heel Sword4K+G14.8%
backward movement into Groin Kick6K+G14.8%
forward movement into Beat & Back KnuckleP+KP14.8%
forward movement into Jab StraightPP14.8%
forward movement into Spin Heel Sword4K+G14.8%
guardG into High Angle Upper Kick6K14.8%

2 further openings account for the other 2 rounds.

Jean

Career
20–24 · 45.5%
This season
5 matches · 40.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG523.8%
Gyaku Seikenzuki66P314.3%
Kake'uchi46P into Kake'uchi~Maekeri'age46PK14.8%
Ryoutezuki66P+K14.8%
Shutoukiri4P14.8%
Tate'enpi33P into forward dash14.8%
Yoko'enpi6P14.8%
backdash into Oihiji4P+K14.8%
backdash into Yamakuzushi6K14.8%
backward movement into Ryoutezuki66P+K14.8%
evade down into Oihiji4P+K14.8%
forward movement into punchP14.8%
guardG into Joudan Ushiro MawashigeriK+G14.8%
guardG into Kake'uchi46P14.8%
guardG into Nukitesashi6P+K14.8%

Pai

Career
3–9 · 25.0%
This season
2 matches · 0.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into RenshouPP220.0%
RenshouPP into RaigekishouPPP110.0%
Rikensui1P110.0%
backdash into Hi'en Rekkyaku9KK110.0%
backdash into Senchuken6P110.0%
backdash into evade down110.0%
backward movement into evade down110.0%
evade up110.0%
guardG into evade down110.0%

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 (29 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

  • Dural: 11 of 15 tests hold up
  • Lion: 2 of 14 tests hold up
  • Wolf: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Pai: not tested (too few rounds)