VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Dural

よす

  • Jacky
  • Jeffry
  • Taka
  • Wolf
  • El Blaze
  • Eileen
  • Akira
  • Kage
  • Lau
  • Brad
  • Goh
Career matches964
Career win rate58.9%
Round win rate53.1%
Peak rank27
Distinct opponents72
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1300 #3,118 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

Dural2735719716055.2%
Eileen261451063973.1%
Jeffry25135825360.7%
Jacky25125685754.4%
Taka2472442861.1%
Wolf2255302554.5%
El Blaze2237201754.0%
Goh211881044.4%
Brad2197277.8%
Akira2153260.0%
Lau2142250.0%
Kage2121150.0%

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

588 of 588 rounds counted

5.4 inputs a second (325 a minute) this season. Faster than 7% of the 4,069 regulars with enough rounds counted to compare.

By character played

Dural5.6338279
Jacky5.432279
Jeffry5.130756
Taka5.030351
Wolf5.130842
El Blaze5.332022
Eileen5.130519
Akira5.835115
Kage5.532813
Lau5.93556
Brad4.82873
Goh5.63383

By opponent's character

Aoi5.4325109
Pai5.533179
Shun5.633878
Akira5.432565
Jacky5.533237
Lau5.533234
Lion5.030032
Wolf5.332132
Jean5.331821
Kage5.331723
El Blaze5.130913
Lei Fei4.929312
Brad5.63368
Dural5.53319
Goh5.83489
Jeffry4.82917
Sarah5.53298
Taka5.43259
Eileen5.03003

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

Aoi27171063.0%+13.6
Pai1971236.8%-20.0
Shun1911857.9%-4.3
Akira158753.3%-7.0
Jacky93633.3%-10.0
Lau990100.0%+44.6
Lion93633.3%-30.3
Wolf85362.5%+17.7
Jean64266.7%+18.4
Kage52340.0%-16.9
El Blaze32166.7%+1.3
Lei Fei31233.3%-8.9
Brad21150.0%+6.9
Dural21150.0%+3.6
Goh21150.0%-2.9
Jeffry220100.0%+27.1
Sarah21150.0%-1.5
Taka2020.0%-43.6
Eileen110100.0%+43.8

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

Single Wall2718966.7%+19.3
Open2011955.0%+0.8
Half Fence179852.9%-0.2
Octagon179852.9%-7.4
Breakable Full Fence145935.7%-16.8
Rectangle138561.5%+2.6
Full Fence128466.7%+6.5
Full Fence and Open64266.7%+20.1
Low Fence62433.3%-27.6
Breakable Half Fence31233.3%-16.9

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
Walls7652.6%56.2%-3.6
No walls5358.5%53.2%+5.3

Walls against open: -8.8 points (95% range -27.1 to +9.4), p 0.342 — 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

nekota (Rank 24)2026/10/18106460.0%
chibo (Rank 23)2026/10/1832166.7%
48歳技覚えられないよ (Rank 27)2026/10/1632166.7%
yujiberra (Rank 23)2026/10/1543175.0%
委員ちょ@レバーレス難 (Rank 21)2026/10/11550100.0%
かっち (Rank 21)2026/10/11440100.0%
三輪ですが@SRGM (Rank 26)2026/10/1061516.7%
しろ☆おび。@のびしろF (Rank 25)2026/10/0631233.3%
みらめたる (Rank 24)2026/10/0343175.0%
NEKOz (Rank 29)2026/10/032020.0%
ゅろぽ (Rank 24)2026/09/243030.0%
りゅうのすけ (Rank 30)2026/09/2421150.0%
ねこ吉 (Rank 25)2026/09/232020.0%
sk901 (Rank 21)2026/09/2332166.7%
oichanJP (Rank 27)2026/09/222020.0%
Garuyan (Rank 28)2026/09/10220100.0%
pony (Rank 23)2026/09/0931233.3%
ぽん (Rank 28)2026/08/3121150.0%
twinsshine (Rank 29)2026/08/2721150.0%
fazz00r (Rank 27)2026/08/2732166.7%
loj845 (Rank 28)2026/08/2321150.0%
フォアグラ (Rank 22)2026/08/1974357.1%
taj_god333 (Rank 25)2026/08/1931233.3%
M&E (Rank 21)2026/08/18220100.0%
Wednesday (Rank 3)2026/07/313030.0%

Round openings

Every character

backdash into evade down204.3%
forward movement into punchP132.8%
backdash into back, back kick+guard44K+G122.6%
crouch into Nagiharai3KP122.6%
crouch into High Spin Kick1PK112.4%
Spine Whip into Lumpini Combination102.1%
up kick+guard8K+G102.1%
backdash into Soukyu46P91.9%
backdash into back kick+guard4K+G91.9%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK71.5%
Stop Kick4K into forward movement71.5%
back punch+kick4P+K71.5%
crouch into Backer Shift Combination3KKKK71.5%
evade down into guardG71.5%
Nakageri3K into Nagiharai3KP51.1%

232 further openings account for the other 323 rounds.

Counted from 116 of the 142 matches played. The rest were not pulled for openings.

Dural

Career
197–160 · 55.2%
This season
68 matches · 57.4%
Peak rank
27

First hit in 43.3% of 270 rounds. Won 63.2% of the rounds they struck first, 47.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into back, back kick+guard44K+G124.4%
backdash into evade down124.4%
crouch into Nagiharai3KP124.4%
crouch into High Spin Kick1PK114.0%
up kick+guard8K+G103.7%
Spine Whip4P into Lumpini Combination4PK93.3%
backdash into Soukyu46P93.3%
backdash into back kick+guard4K+G93.3%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK72.6%
Stop Kick4K into forward movement72.6%
crouch into Backer Shift Combination3KKKK72.6%
back punch+kick4P+K62.2%
evade down into guardG62.2%
Nakageri3K into Nagiharai3KP51.8%
backdash into Dragon Smash Cannon1K51.8%

94 further openings account for the other 145 rounds.

Counted from 66 of the 68 matches played. The rest were not pulled for openings.

Jacky

Career
68–57 · 54.4%
This season
19 matches · 36.8%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Long Stride Back Knuckle4P+K56.9%
Slide Shuffle (Deflect)4P+K+G into Beat KnuckleP+K45.6%
Slant Back Knuckle1P into backward movement34.2%
crouch into Rage Kick1PK34.2%
Bil Jee6P+K22.8%
Groin Kick6K+G22.8%
Head Hook Kick3K+G into guardG22.8%
Slide Shuffle (Deflect)4P+K+G22.8%
Slide Shuffle (Deflect)4P+K+G into Double Spinning KickKK22.8%
Slide Shuffle (Deflect)4P+K+G into crouch22.8%
backdash into Spin Heel Sword4K+G22.8%
crouch into Middle Kick3K22.8%
evade down into backdash22.8%
Dash Hammer Kick66K11.4%
Dragon Combination 11P+K11.4%

37 further openings account for the other 37 rounds.

Counted from 17 of the 19 matches played. The rest were not pulled for openings.

Jeffry

Career
82–53 · 60.7%
This season
14 matches · 64.3%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down413.8%
Elbow Butt6P26.9%
Side Kick3K26.9%
Sunlit Body Upper3P+K26.9%
kickK26.9%
Dash Elbow66P into Dash Elbow Upper66PP13.5%
Double Hammer Down43P13.5%
Double Hammer Down43P into Rising Hammer43PP13.5%
Hammer Slide1P into punchP13.5%
Knee Attack6K13.5%
Knee Push4K13.5%
Knee Push4K into Knee Push Wild Hook4KP13.5%
Overblow Shoulder66P+K13.5%
Scoop Kick4K+G13.5%
backdash into Kenka Hook46P13.5%

7 further openings account for the other 7 rounds.

Counted from 8 of the 14 matches played. The rest were not pulled for openings.

Taka

Career
44–28 · 61.1%
This season
13 matches · 30.8%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP832.0%
Hiji'ate6P28.0%
kickK28.0%
Kachi'age33P+K14.0%
KaminaridaikoK+G into Kaminaridaiko Hasami'uchiK+GP14.0%
Kirikabu Kudaki1P+K14.0%
Kumoyaburi4P+K14.0%
Marutahiza6K into Maruta Tsuppari6KP14.0%
Marutahiza6K into punchP14.0%
Yoko Harite4P into Tachi'aiP+K+G14.0%
backdash into KaminaridaikoK+G14.0%
backdash into Tsuyubarai2P+K14.0%
backdash into evade down14.0%
backdash into evade up14.0%
evade down into Hiji'ate6P14.0%

1 further openings account for the other 1 rounds.

Counted from 7 of the 13 matches played. The rest were not pulled for openings.

Eileen

Career
106–39 · 73.1%
This season
5 matches · 20.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Enkou Nyudou214P+K315.8%
Enkou Nyudou214P+K into Enkou ShutsudouP210.5%
Douchu6P into Jouho Chu'un6PP15.3%
Enkou Kenka46P into forward movement15.3%
Hikou Bokushoku9P into forward movement15.3%
Rigou TenshintaiK+G15.3%
Sokutantai3K into forward dash15.3%
Tanhikyaku9K into evade up15.3%
Touku Geimentai4K+G into Renkan Sententai4K+GK15.3%
evade up into backdash15.3%
forward movement into Enkou RensouPP15.3%
forward movement into Rensou HekizanPPP15.3%
guardG into Tanhikyaku9K15.3%
guardG into crouch15.3%
guardG into evade up15.3%

1 further openings account for the other 1 rounds.

Wolf

Career
30–25 · 54.5%
This season
10 matches · 60.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Knee Lift6K317.6%
Body Blow6P into Dragonfish Blow6PP211.8%
Savate4K211.8%
Low Drop Kick62K15.9%
backdash into Face Lift Kick3K15.9%
backdash into Heavy Middle Kick3K+G15.9%
crouch dash back into One-Hand Reverse Hammer4P+K15.9%
crouch into Arrow Knuckle3P15.9%
down-back kick1K15.9%
forward movement into Elbow Butt4P15.9%
forward movement into Low Smash2K15.9%
punchP15.9%
punchP into Level Back CrushP+K15.9%

Counted from 4 of the 10 matches played. The rest were not pulled for openings.

El Blaze

Career
20–17 · 54.0%
This season
6 matches · 100.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Volcano Upper4P+K214.3%
backdash into evade down214.3%
Demon Dance9P+K into Demon's Tail9P+KK17.1%
Hammer Smash46P+K17.1%
Jumping Hammer Knuckle8P+K17.1%
Straight6P+K into throwP+G17.1%
backdash into Hammer Smash46P+K17.1%
crouch dash back into Straight6P+K17.1%
crouch dash forward into Straight6P+K17.1%
evade down17.1%
evade down into Hammer Smash46P+K17.1%
evade down into Volcano Upper4P+K17.1%

Counted from 4 of the 6 matches played. The rest were not pulled for openings.

Kage

Career
1–1 · 50.0%
This season
3 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Fujin Urasuisha2P+KK215.4%
Gen'you4K+G17.7%
Hiji'uchi6P17.7%
Kodachinuki4K17.7%
Nakageri3K into Rasen Fujin3KP17.7%
backdash into Fusenjin3P17.7%
backdash into Gen'you4K+G17.7%
backdash into Ryu'eikyaku66K17.7%
backdash into Tsumujigeri2K+G17.7%
backdash into evade down17.7%
backdash into forward kick6K17.7%
backward movement into Tsumujigeri2K+G17.7%

Akira

Career
3–2 · 60.0%
This season
3 matches · 66.7%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

back punch+kick4P+K120.0%
backdash into Senzankou66P+K120.0%
backdash into Sokutai3K120.0%
backward movement into evade down120.0%
evade up120.0%

Counted from 1 of the 3 matches played. The rest were not pulled for openings.

Brad

Career
7–2 · 77.8%
This season
1 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sawk Klab6P+K133.3%
Spine Whip4P into Lumpini Combination4PK133.3%
evade down into backdash133.3%

Not counted here: Goh, Lau. Their matches 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)
  • Jacky: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Eileen: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Brad: not tested (too few rounds)