VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

クラキシル

  • Jeffry
  • Kage
  • Lau
Career matches14,842
Career win rate49.6%
Round win rate69.4%
Peak rank32
Distinct opponents15
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1707 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

El Blaze—14,6657,2327,43349.3%
Kage30115823371.3%
Jeffry326153886.9%
Lau26110100.0%

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

111 of 111 rounds counted

9.6 inputs a second (575 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry8.047875
Kage13.480429
Lau13.98357

By opponent's character

El Blaze9.154936
Wolf8.048220
Akira13.279116
Jean11.568810
Pai8.752111
Jeffry9.55687
Sarah8.04777
Lion8.65174

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

El Blaze96366.7%-9.4
Wolf52340.0%-52.0
Akira440100.0%+12.8
Jean330100.0%+22.7
Pai330100.0%+26.4
Jeffry220100.0%+16.5
Sarah220100.0%+22.1
Lion110100.0%+26.2

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

Half Fence73442.9%-39.5
Rectangle550100.0%+22.7
Breakable Half Fence330100.0%+11.9
Open330100.0%+24.9
Single Wall31233.3%-57.6
Full Fence220100.0%+15.7
Full Fence and Open220100.0%+27.8
Breakable Full Fence110100.0%+17.2
Octagon110100.0%+29.5

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
Walls1978.9%79.4%-0.5
No walls666.7%81.3%-14.7

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

도룡밖에난몰라/RSA (Rank 23)2026/07/30220100.0%
Dark (Rank 33)2026/07/102020.0%
boomkn1 (Rank 28)2026/07/10110100.0%
tamaneen (Rank 30)2026/07/10220100.0%
CELIS (Rank 27)2026/07/10220100.0%
omasu_miyazaki (Rank 30)2026/06/1531233.3%
大谷 小平 (Rank 33)2026/06/15110100.0%
黒シャツ (Rank 31)2026/06/15110100.0%
striker0123 (Rank 29)2026/06/15110100.0%
kkotgerang (Rank 31)2026/06/1576185.7%
究極無敵 (Rank 31)2026/06/151010.0%
ER_higante (Rank 28)2026/06/15110100.0%
sby (Rank 30)2026/06/15110100.0%
gbh12056 (Rank 28)2026/06/15220100.0%
ありがとナス (Rank 29)2026/06/15220100.0%

Round openings

Every character

forward movement into punchP119.9%
backdash into evade up109.0%
backdash into evade down65.4%
forward movement into Low Knuckle2P54.5%
forward dash into evade up43.6%
Elbow Butt6P32.7%
backdash into Kasumi Yaiba66P+K32.7%
backdash into Toe Kick2K32.7%
crouch dash back into evade down32.7%
Dash Elbow66P21.8%
backdash into Double Hammer Down43P21.8%
backward movement21.8%
crouch dash back into Fujinkyaku46K+G21.8%
crouch dash back into Jakenshou214P+K21.8%
crouch dash back into Toe Kick2K21.8%

47 further openings account for the other 51 rounds.

Jeffry

Career
53–8 · 86.9%
This season
20 matches · 80.0%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1114.7%
backdash into evade up1013.3%
backdash into evade down56.7%
forward movement into Low Knuckle2P56.7%
Elbow Butt6P34.0%
backdash into Toe Kick2K34.0%
forward dash into evade up34.0%
Dash Elbow66P22.7%
backdash into Double Hammer Down43P22.7%
backward movement22.7%
crouch dash back into Toe Kick2K22.7%
crouch dash back into backdash22.7%
crouch dash back into evade down22.7%
forward movement into Hammer Slide1P22.7%
forward movement into Knuckle KickPK22.7%

19 further openings account for the other 19 rounds.

Kage

Career
82–33 · 71.3%
This season
7 matches · 71.4%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kasumi Yaiba66P+K310.3%
crouch dash back into Fujinkyaku46K+G26.9%
crouch dash back into Jakenshou214P+K26.9%
Engetsugeri9K+G into kickK13.5%
Hagakure-ryu In Raijingeki46P+K13.5%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP13.5%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu You Jumonji KamaeP+K+G13.5%
Hagakure-ryu In Raijingeki46P+K into punchP13.5%
Nakageri3K into Nirenkyaku3KK13.5%
backdash into Hagakure-ryu In Raijingeki46P+K13.5%
backdash into evade down13.5%
crouch dash back into Nakageri3K13.5%
crouch dash back into evade down13.5%
crouch dash back into forward dash13.5%
crouch dash forward into Hiji'uchi6P13.5%

10 further openings account for the other 10 rounds.

Lau

Career
1–0 · 100.0%
This season
2 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into guardG228.6%
Fukko Kensou1P into backdash114.3%
backdash into RenkentaiPK114.3%
crouch dash forward into backdash114.3%
crouch dash forward into evade up114.3%
forward dash into evade up114.3%

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

  • Jeffry: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Lau: not tested (too few rounds)