VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Dural

りんく

  • Sarah
Career matches790
Career win rate41.8%
Round win rate38.2%
Peak rank24
Distinct opponents43
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1041 #3,646 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

Dural2457525432144.2%
Sarah162157613935.4%

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

340 of 340 rounds counted

7.5 inputs a second (451 a minute) this season. Faster than 60% of the 4,069 regulars with enough rounds counted to compare.

By character played

Dural7.5449306
Sarah7.947434

By opponent's character

Akira7.745978
Aoi6.438741
Jacky7.847031
Taka7.041830
Sarah8.249324
Jeffry8.047722
Kage7.947219
Lion6.338019
Shun8.047721
Lau8.148716
Wolf9.254917
Eileen8.85267
Brad4.72813
El Blaze7.74644
Jean9.15443
Pai6.23735

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

Akira1941521.1%-10.7
Aoi115645.5%+17.5
Jacky92722.2%+2.4
Taka85362.5%+17.8
Sarah61516.7%-22.4
Jeffry53260.0%+18.0
Kage51420.0%-24.7
Lion51420.0%-8.6
Shun52340.0%+11.1
Lau41325.0%-8.6
Wolf41325.0%-5.2
Eileen220100.0%+73.7
Brad1010.0%-38.3
El Blaze1010.0%-17.1
Jean1010.0%-24.8
Pai1010.0%-24.8

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 Fence147750.0%+23.8
Open113827.3%-3.5
Half Fence101910.0%-18.6
Octagon106460.0%+23.8
Rectangle101910.0%-15.7
Full Fence and Open73442.9%-1.9
Low Fence71614.3%-26.4
Breakable Half Fence61516.7%-15.8
Full Fence64266.7%+32.8
Single Wall3030.0%-28.8

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
Walls5635.7%30.7%+5.0
No walls2119.0%32.7%-13.7

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

みらめたる (Rank 21)2026/10/1121150.0%
AiokometeZ (Rank 23)2026/10/1132166.7%
Martin1833 (Rank 25)2026/10/112020.0%
ゲス拳サンボ☆彡 (Rank 27)2026/10/033030.0%
vf_hornwolf@뿔늑대 (Rank 25)2026/10/023030.0%
y.o.y (Rank 21)2026/10/0221150.0%
MAXマンピー (Rank 21)2026/10/02110100.0%
chimichama (Rank 21)2026/09/3031233.3%
三輪ですが@SRGM (Rank 24)2026/09/274040.0%
yasai (Rank 23)2026/09/2631233.3%
dalmax72 (Rank 21)2026/09/2342250.0%
あなたのかみさま (Rank 24)2026/09/2221150.0%
Fuji-Atsuka (Rank 21)2026/09/1841325.0%
kowalski (Rank 24)2026/09/172020.0%
滝太郎(Takitarou) (Rank 23)2026/09/1721150.0%
御魂木ゑる (Rank 21)2026/09/16220100.0%
wcc6181 (Rank 27)2026/09/122020.0%
ttfour@サラしかできないw (Rank 21)2026/09/0651420.0%
パニガーレ (Rank 24)2026/09/032020.0%
MyOld50sGuitar (Rank 11)2026/08/3065183.3%
Might小麥豆漿 (Rank 18)2026/08/3031233.3%
ぽこぺん太2nd (Rank 13)2026/08/223030.0%
ReiTo_maru (Rank 14)2026/08/172020.0%
swhy2008 (Rank 2)2026/08/022020.0%
Monchi (Rank 2)2026/07/22220100.0%

Round openings

Every character

guardG4815.6%
punchP247.8%
punchP into One TwoPP237.5%
Attai2K into down kick+guard2K+G144.6%
crouch into Backer Shift Combination3KKKK144.6%
Somersault Kick7K into Somersault Zwei7KK92.9%
One TwoPP into One Two UpperPPP82.6%
Side Kick Combination3KKK into Backer Shift Combination3KKKK82.6%
punchP into Punch High KickPK61.9%
guardG into Backer Shift Combination3KKKK51.6%
guardG into Zensoutai2KK51.6%
guardG into punchP51.6%
Slant Back Knuckle1P into High Spin Kick1PK41.3%
backdash41.3%
evade up into kickK41.3%

83 further openings account for the other 126 rounds.

Counted from 79 of the 87 matches played. The rest were not pulled for openings.

Dural

Career
254–321 · 44.2%
This season
77 matches · 33.8%
Peak rank
24

First hit in 57.0% of 272 rounds. Won 45.8% of the rounds they struck first, 32.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG3412.4%
punchP238.4%
punchP into One TwoPP238.4%
Attai2K into down kick+guard2K+G145.1%
crouch into Backer Shift Combination3KKKK145.1%
Somersault Kick7K into Somersault Zwei7KK93.3%
One TwoPP into One Two UpperPPP82.9%
Side Kick Combination3KKK into Backer Shift Combination3KKKK82.9%
punchP into Punch High KickPK62.2%
guardG into Backer Shift Combination3KKKK51.8%
guardG into Zensoutai2KK51.8%
guardG into punchP51.8%
Slant Back Knuckle1P into High Spin Kick1PK41.5%
evade up into kickK41.5%
kick+guardK+G41.5%

69 further openings account for the other 107 rounds.

Counted from 69 of the 77 matches played. The rest were not pulled for openings.

Sarah

Career
76–139 · 35.4%
This season
10 matches · 20.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG1441.2%
Hide Side Kick (Deflect)P+K38.8%
guardG into Switch Kick4K25.9%
Back Knuckle4P into Serpent Rage4PK12.9%
Double Rise Kick4P+K into Switch Kick4K12.9%
Rising Elbow6P into Double Joint Butt6PK12.9%
Sharpsword Combo44KK12.9%
Somersault Kick7K12.9%
Somersault Kick7K into Double Rise Kick4P+K12.9%
Somersault Kick7K into backdash12.9%
Switch Kick4K12.9%
Valkyrie Low1K+G12.9%
backdash12.9%
guardG into Squat Straight2P12.9%
offensive move into kickK12.9%

3 further openings account for the other 3 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 (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)
  • Sarah: not tested (too few rounds)