VirtuAnalytics

Novel Insights Through Data & Analysis

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

Dural

ひろし

  • Jacky
  • Jeffry
Career matches1,490
Career win rate55.4%
Round win rate52.8%
Peak rank42
Distinct opponents36
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1761 #508 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

Dural421,34974560455.2%
Jacky35111644757.7%
Jeffry3330161453.3%

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.

Against each character

Lion2181338.1%-13.8
Jeffry1981142.1%-5.9
Kage1911857.9%-13.1
Shun1711664.7%+13.2
Aoi97277.8%+28.4
Brad72528.6%-27.1
Lei Fei76185.7%+26.6
Lau54180.0%+19.1
Akira42250.0%-2.8
Jacky42250.0%-3.0
Goh31233.3%-36.6
Jean220100.0%+60.4
Pai21150.0%-4.0
Dural110100.0%+45.8

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

Full Fence1810855.6%-8.4
Low Fence169756.2%+7.6
Single Wall168850.0%-7.0
Half Fence1210283.3%+35.7
Octagon113827.3%-38.9
Open116554.5%+2.6
Rectangle104640.0%-7.7
Breakable Half Fence73442.9%-17.0
Breakable Full Fence65183.3%+26.6
Full Fence and Open54180.0%+31.8

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
Walls6454.7%57.2%-2.5
No walls4353.5%52.7%+0.8

Walls against open: -3.4 points (95% range -23.7 to +17.0), p 0.747 — 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

ぱりぱり (Rank 37)2026/04/21135838.5%
ボブソン (Rank 33)2026/04/2132166.7%
なめ (Rank 35)2026/04/2121150.0%
せろじゃん (Rank 38)2026/04/21220100.0%
除湿機。 (Rank 33)2026/04/1832166.7%
muumuu (Rank 37)2026/04/181441028.6%
亜希 (Rank 33)2026/04/1832166.7%
楽天アキラ (Rank 30)2026/04/1831233.3%
waakuman (Rank 33)2026/04/1843175.0%
d2aisuke (Rank 31)2026/04/1842250.0%
Zenpro-052 (Rank 32)2026/04/1852340.0%
ハマラウ (Rank 34)2026/04/1885362.5%
Koromo (Rank 32)2026/04/1832166.7%
次郎 (Rank 41)2026/03/3121150.0%
やわらぎ(風邪) (Rank 43)2026/03/3121150.0%
てーらい (Rank 32)2026/03/26440100.0%
おむすび山かず kaz_kcjj (Rank 34)2026/03/2654180.0%
Gz-KYO (Rank 30)2026/03/26220100.0%
elpopo_3378 (Rank 7)2026/03/2653260.0%
こまち (Rank 34)2026/03/2632166.7%
借酒中 (Rank 36)2026/03/2654180.0%
ちょいそる (Rank 33)2026/03/2672528.6%
キャサ夫 (Rank 42)2026/03/262020.0%
charo-920 (Rank 30)2026/03/2632166.7%
貧乏リオン/binboulion (Rank 33)2026/03/262020.0%

Round openings

Every character

evade down into guardG5511.3%
crouch dash forward into guardG5110.5%
backdash into guardG234.7%
backdash into evade up224.5%
crouch dash back into guardG153.1%
crouch dash forward into Middle Smash6P142.9%
forward movement into evade down142.9%
Middle Smash6P132.7%
evade down into forward dash102.1%
evade down into punchP102.1%
backdash into Middle Kick3K81.6%
backdash into Spin Heel Sword4K+G81.6%
evade down into Middle Smash6P81.6%
forward movement into punchP81.6%
evade down into Squat Straight2P71.4%

129 further openings account for the other 219 rounds.

Jacky

Career
64–47 · 57.7%
This season
85 matches · 55.3%
Peak rank
35

First hit in 42.6% of 338 rounds. Won 54.9% of the rounds they struck first, 49.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

evade down into guardG3510.3%
backdash into guardG205.9%
crouch dash forward into guardG175.0%
backdash into evade up164.7%
crouch dash forward into Middle Smash6P144.1%
Middle Smash6P133.8%
crouch dash back into guardG123.5%
evade down into forward dash92.6%
forward movement into evade down92.6%
backdash into Middle Kick3K82.4%
backdash into Spin Heel Sword4K+G82.4%
evade down into Middle Smash6P82.4%
evade down into Squat Straight2P72.0%
forward movement into punchP72.0%
Dash Hammer Kick66K61.8%

95 further openings account for the other 152 rounds.

Jeffry

Career
16–14 · 53.3%
This season
30 matches · 53.3%
Peak rank
33

First hit in 63.9% of 122 rounds. Won 55.1% of the rounds they struck first, 54.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into guardG3226.2%
evade down into guardG1713.9%
backdash into evade up64.9%
evade down into punchP64.9%
crouch dash forward into Body CrushP+K54.1%
evade down into Low Knuckle2P54.1%
crouch dash forward into Low Knuckle2P43.3%
evade down into Body CrushP+K43.3%
Low Knuckle2P32.5%
forward movement into evade down32.5%
backdash into Side Kick3K21.6%
backdash into guardG21.6%
crouch dash back into guardG21.6%
crouch dash forward into punchP21.6%
forward dash into Low Knuckle2P21.6%

25 further openings account for the other 27 rounds.

Dural

Career
745–604 · 55.2%
This season
5 matches · 60.0%
Peak rank
42

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG313.6%
backdash into Nakageri3K29.1%
crouch dash back into Nakageri3K29.1%
crouch dash forward into guardG29.1%
forward movement into evade down29.1%
backdash into back, back kick+guard44K+G14.5%
backdash into back, down-back, down, down-forward, forward punch+kick41236P+K14.5%
backdash into guardG14.5%
crouch dash back into guardG14.5%
crouch dash forward into Nakageri3K14.5%
crouch dash forward into Rising Elbow6P14.5%
evade down into forward movement14.5%
forward dash into Nakageri3K14.5%
forward dash into evade down14.5%
forward movement into Knee Kick6K14.5%

1 further openings account for the other 1 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 (12 here; about 0.6 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: 0 of 12 tests hold up
  • Jeffry: not tested (too few rounds)
  • Dural: not tested (too few rounds)