VirtuAnalytics

Novel Insights Through Data & Analysis

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

Dural

manjyu0221

  • Kage
  • Wolf
Career matches867
Career win rate42.2%
Round win rate45.5%
Peak rank25
Distinct opponents28
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1311 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

Dural2581434546942.4%
Kage1641162539.0%
Wolf16125741.7%

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

147 of 222 rounds counted

4.8 inputs a second (290 a minute) this season. Faster than 1% of the 4,069 regulars with enough rounds counted to compare.

By character played

Dural4.9292123
Kage4.828616
Wolf4.62758

By opponent's character

Lau4.828841
Jacky5.030126
Aoi5.030112
Jeffry4.527313
El Blaze4.828717
Goh4.82904
Jean4.82889
Sarah4.82888
Lion5.02989
Shun4.82868

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

Lau134930.8%-28.0
Jacky62433.3%+10.7
Aoi54180.0%+39.7
Jeffry52340.0%-19.1
El Blaze4040.0%-40.6
Goh440100.0%+63.2
Jean4040.0%-40.6
Sarah31233.3%+9.4
Eileen21150.0%+31.7
Lion220100.0%+54.0
Shun2020.0%-43.1
Akira110100.0%+59.6
Brad1010.0%-35.4
Wolf110100.0%+59.6

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

Full Fence1551033.3%-11.8
Breakable Half Fence83537.5%+2.7
Octagon81712.5%-32.2
Breakable Full Fence74357.1%+23.2
Single Wall52340.0%-6.2
Full Fence and Open31233.3%-20.8
Low Fence220100.0%+33.8
Half Fence110100.0%+53.0
Open110100.0%+59.6
Rectangle110100.0%+40.9

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
Walls4037.5%39.8%-2.3
No walls862.5%50.5%+12.0

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

otooh72 (Rank 12)2026/10/102020.0%
suzuki_kemarikusonae (Rank 14)2026/09/022020.0%
インドラー (Rank 25)2026/08/301010.0%
道友你破綻頗大!要投胎嗎(Y/N)? (Rank 22)2026/07/063030.0%
かっち (Rank 21)2026/06/29220100.0%
drnneb75 (Rank 26)2026/06/201010.0%
okb@j>おーけーびー (Rank 27)2026/06/1362433.3%
BANANA (Rank 29)2026/06/1021150.0%
satola_jpn (Rank 23)2026/06/09110100.0%
委員ちょ (Rank 21)2026/06/0543175.0%
dalmax72 (Rank 23)2026/06/032020.0%
MTAR_GARU (Rank 24)2026/05/292020.0%
avolpe (Rank 23)2026/05/2731233.3%
doublehighz (Rank 19)2026/05/273030.0%
晦道 (Rank 16)2026/05/262020.0%
ooosugi1202 (Rank 27)2026/05/19110100.0%
金田一の少年 (Rank 24)2026/05/16110100.0%
Evolution.K (Rank 26)2026/05/161010.0%
我的名字叫顺溜 (Rank 22)2026/05/11220100.0%
shinkita (Rank 23)2026/05/08110100.0%
Lidly (Rank 27)2026/05/072020.0%
MIES/ミース (Rank 25)2026/05/07220100.0%
鳶飛戾天,魚躍於淵 (Rank 24)2026/05/06110100.0%
たもしょ (Rank 24)2026/04/1921150.0%
Rayscott (Rank 18)2026/04/15110100.0%

Round openings

Every character

down-forward punch+kick3P+K3114.4%
Slant Back Knuckle1P into High Spin Kick1PK188.4%
backdash146.5%
forward, down-forward punch+kick63P+K136.0%
crouch into Zensoutai2KK94.2%
Dash Hammer Kick66K62.8%
Dragon Smash Cannon1K62.8%
Somersault Kick7K62.8%
backdash into High Spin Kick1PK52.3%
backdash into punch+kick+guardP+K+G52.3%
kickK52.3%
Attai2K into Zensoutai2KK41.9%
Side Kick Combination3KKK into Backer Shift Combination3KKKK41.9%
backdash into backward movement41.9%
down kick+guard2K+G41.9%

61 further openings account for the other 81 rounds.

Counted from 51 of the 53 matches played. The rest were not pulled for openings.

Dural

Career
345–469 · 42.4%
This season
46 matches · 45.6%
Peak rank
25

First hit in 45.1% of 193 rounds. Won 47.1% of the rounds they struck first, 48.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

down-forward punch+kick3P+K3116.1%
Slant Back Knuckle1P into High Spin Kick1PK189.3%
backdash136.7%
forward, down-forward punch+kick63P+K136.7%
crouch into Zensoutai2KK94.7%
Dash Hammer Kick66K63.1%
Dragon Smash Cannon1K63.1%
Somersault Kick7K63.1%
backdash into High Spin Kick1PK52.6%
backdash into punch+kick+guardP+K+G52.6%
kickK52.6%
Attai2K into Zensoutai2KK42.1%
Side Kick Combination3KKK into Backer Shift Combination3KKKK42.1%
backdash into backward movement42.1%
down kick+guard2K+G42.1%

41 further openings account for the other 60 rounds.

Wolf

Career
5–7 · 41.7%
This season
3 matches · 33.3%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Body Blow6P into Rolling Back Elbow6PP+K17.7%
Drop Kick9K17.7%
Gasp Kneel Palm Bomb6P+K17.7%
Low Drop Kick62K17.7%
Quick Shoulder66P+K17.7%
R.A.W. AvengerP+K+G17.7%
backdash17.7%
backdash into Deadly Move Front6P+K+G17.7%
evade up into Deadly Move Front6P+K+G17.7%
forward dash into Body Blow6P17.7%
forward movement into Face Lift Kick3K17.7%
forward movement into Low Smash2K17.7%
kickK into Double High KickKK17.7%

Kage

Career
16–25 · 39.0%
This season
4 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senpujin2P+K into Hagakure-ryu You Jumonji KamaeP+K+G222.2%
Fusenjin3P into Shippuzan3PP111.1%
Rasen4P into Rasen Urageri4PK111.1%
Tsumujigeri2K+G111.1%
backdash into Fusen Renkyaku6K+G111.1%
down-back kick+guard1K+G111.1%
evade up into Rairyu Hishoukyaku66P+K+G111.1%
punchP into kickK111.1%

Counted from 2 of the 4 matches played. The rest were not pulled for openings.

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)
  • Wolf: not tested (too few rounds)
  • Kage: not tested (too few rounds)