VirtuAnalytics

Novel Insights Through Data & Analysis

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

Dural

NiGHTS™

  • Lau
  • Goh
Career matches1,051
Career win rate42.9%
Round win rate43.4%
Peak rank21
Distinct opponents12
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1289 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

Dural—55924931044.5%
Goh2141015925138.8%
Lau2182433952.4%

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

182 of 182 rounds counted

6.2 inputs a second (370 a minute) this season. Faster than 23% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau6.4384127
Goh5.633555

By opponent's character

Jean6.338064
Jeffry6.237331
Jacky5.834926
Lion6.036123
Eileen6.94129
Kage6.438214
Sarah6.13646
Akira4.62754
Goh5.53285

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

Jean1610662.5%+17.8
Jeffry82625.0%-8.2
Jacky6060.0%-21.3
Lion62433.3%+1.7
Eileen31233.3%-23.7
Kage31233.3%+1.6
Sarah220100.0%+10.5
Akira1010.0%-25.7
Goh110100.0%+38.2

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

Low Fence113827.3%-9.8
Breakable Half Fence84450.0%-12.9
Half Fence82625.0%-2.5
Octagon53260.0%+18.2
Rectangle42250.0%-3.4
Breakable Full Fence220100.0%+37.9
Full Fence2020.0%-24.3
Full Fence and Open2020.0%-17.0
Single Wall220100.0%+37.9
Open110100.0%+76.5

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
Walls2944.8%45.1%-0.3
No walls1442.9%38.2%+4.7

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

DiscoKid (Rank 15)119281.8%
Dice (Rank 23)62433.3%
Kai_Uchiha10 (Rank 28)6060.0%
Rthg (Rank 25)51420.0%
AyoGbami (Rank 24)42250.0%
DJBustANut (Rank 21)31233.3%
DoctorB (Rank 23)31233.3%
AMG-002 (Rank 21)2020.0%
DavidBlaine (Rank 1)220100.0%
tth (Rank 26)2020.0%
ILUVALUVACAKE (Rank 12)110100.0%
The8thOne (Rank 24)1010.0%

Most played opponents, most recent first

Rthg (Rank 25)2026/06/1351420.0%
DoctorB (Rank 23)2026/06/1331233.3%
AyoGbami (Rank 24)2026/06/1242250.0%
DJBustANut (Rank 21)2026/05/3131233.3%
tth (Rank 26)2026/05/312020.0%
DavidBlaine (Rank 1)2026/05/31220100.0%
Kai_Uchiha10 (Rank 28)2026/05/316060.0%
DiscoKid (Rank 15)2026/05/31119281.8%
The8thOne (Rank 24)2026/05/291010.0%
AMG-002 (Rank 21)2026/05/262020.0%
ILUVALUVACAKE (Rank 12)2026/05/26110100.0%
Dice (Rank 23)2026/05/2662433.3%

Round openings

Every character

punchP2011.0%
kickK168.8%
Senkyaku Chushou3KP into Senkyaku Renkan Sakurokushou3KPP137.1%
Senchutai3K95.0%
Touku Shashou897P+K84.4%
crouch into Chisoutai2K+G52.8%
crouch into Fukko Kensou1P52.8%
punchP into RenshouPP52.8%
Koryu Tenshinkyaku6K+G42.2%
Sune Kudaki43P42.2%
Tenshin EngekishouP+K42.2%
evade down42.2%
evade down into Souko Reppa3P+K42.2%
guardG42.2%
Chugeki6P into Hou'ou Soushou6PP31.6%

58 further openings account for the other 74 rounds.

Lau

Career
43–39 · 52.4%
This season
32 matches · 50.0%
Peak rank
21

First hit in 44.4% of 126 rounds. Won 60.7% of the rounds they struck first, 38.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

kickK1612.6%
Senkyaku Chushou3KP into Senkyaku Renkan Sakurokushou3KPP1310.2%
punchP1310.2%
Senchutai3K97.1%
Touku Shashou897P+K86.3%
crouch into Chisoutai2K+G53.9%
crouch into Fukko Kensou1P53.9%
punchP into RenshouPP53.9%
Koryu Tenshinkyaku6K+G43.1%
Tenshin EngekishouP+K43.1%
evade down43.1%
evade down into Souko Reppa3P+K43.1%
Chugeki6P into Hou'ou Soushou6PP32.4%
Ko'en Senshi66K+G32.4%
Fukko Kensou1P21.6%

25 further openings account for the other 29 rounds.

Goh

Career
159–251 · 38.8%
This season
14 matches · 21.4%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP712.7%
Sune Kudaki43P47.3%
evade down into Shouzuka Okuri1P+K35.5%
guardG35.5%
Gohou Yuriori (Deflect)236P+K23.6%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G23.6%
Ropputsubushi6P+K23.6%
Soukyu46P23.6%
crouch into Maegeri3K23.6%
punchP into kickK23.6%
AgitosogiP+K11.8%
Fudousatsu Arata66P+K into punchP11.8%
Haraigeri2K+G11.8%
Jibishou3P+K11.8%
Karura4P+K11.8%

21 further openings account for the other 21 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

  • Lau: not tested (too few rounds)
  • Goh: not tested (too few rounds)