VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

大俠愛吃漢堡包

  • Jacky
  • Vanessa
  • Lau
  • Shun
Career matches1,073
Career win rate73.6%
Round win rate59.4%
Peak rank35
Distinct opponents15
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1700 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 Blaze342691977273.2%
Jacky332111555673.5%
Shun351751344176.6%
Pai—1471064172.1%
Taka—1411014071.6%
Vanessa29101713070.3%
Lau262926389.7%

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

180 of 180 rounds counted

9.3 inputs a second (559 a minute) this season. Faster than 90% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky9.657485
Vanessa8.450231
El Blaze9.355726
Lau9.858521
Shun9.557117

By opponent's character

El Blaze8.953740
Akira9.657330
Sarah9.154433
Jacky9.456221
Lei Fei9.456515
Vanessa9.456615
Jean10.462414
Goh8.95323
Lion9.75845
Wolf8.85304

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 Blaze108280.0%+14.0
Akira85362.5%-15.1
Sarah86275.0%+12.7
Jacky53260.0%-2.5
Lei Fei42250.0%-17.4
Vanessa43175.0%+3.8
Jean32166.7%+9.4
Goh1010.0%-39.0
Lion1010.0%-59.2
Wolf110100.0%+38.5

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

Open106460.0%-6.8
Full Fence84450.0%-19.8
Octagon54180.0%+14.3
Single Wall54180.0%+17.9
Breakable Full Fence440100.0%+29.0
Rectangle43175.0%+1.7
Half Fence330100.0%+35.3
Breakable Half Fence1010.0%-62.8
Low Fence110100.0%+30.9

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
Walls2572.0%68.7%+3.3
No walls1668.8%65.2%+3.6

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

みんみんさん (Rank 35)2026/09/151010.0%
Akama-HALO (Rank 30)2026/09/15220100.0%
ps-splitsecond (Rank 32)2026/08/31220100.0%
Umemon2026 (Rank 36)2026/08/3131233.3%
versus (Rank 31)2026/08/31220100.0%
galentsaijp (Rank 33)2026/08/3131233.3%
藪からBOY (Rank 43)2026/08/311010.0%
nanami.madogiwa (Rank 35)2026/08/2132166.7%
rikubon-ps (Rank 35)2026/08/171010.0%
けいすけ新宿 (Rank 33)2026/08/05110100.0%
anche47 (Rank 31)2026/08/05220100.0%
구닥스트렌져 (Rank 36)2026/08/052020.0%
3万円CHALLENGE_TV めぐむ (Rank 31)2026/08/0532166.7%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 27)2026/08/041814477.8%
ER_higante (Rank 29)2026/08/03110100.0%

Round openings

Every character

forward movement into punchP105.6%
Dash Hammer Kick66K into High Angle Upper Kick6K63.3%
forward movement into Jab StraightPP42.2%
punchP42.2%
Defensive Style: crouch into Stinger Low Blow1P+K31.7%
Jab StraightPP into Jab Double StraightPPP31.7%
Offensive Style: forward dash into Heel Kick6K+G31.7%
backdash into evade up31.7%
crouch dash forward into Smash Straight Jab3PP31.7%
crouch dash forward into evade down31.7%
crouch dash forward into guardG31.7%
punchP into forward dash31.7%
High-Speed Jab46P into Shouda46PP21.1%
Offensive Style: Body Blow into Body Blow~Bullet Hook6PP21.1%
Offensive Style: forward dash into Body Blow~Bullet Hook6PP21.1%

114 further openings account for the other 126 rounds.

Jacky

Career
155–56 · 73.5%
This season
20 matches · 80.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K into High Angle Upper Kick6K67.1%
forward movement into punchP67.1%
forward movement into Jab StraightPP44.7%
punchP44.7%
Jab StraightPP into Jab Double StraightPPP33.5%
crouch dash forward into Smash Straight Jab3PP33.5%
punchP into forward dash33.5%
backdash into Spin Heel Sword4K+G22.4%
crouch dash forward into guardG22.4%
crouch into Squat Straight2P22.4%
forward dash into throwP+G22.4%
punchP into Jab StraightPP22.4%
High Angle Upper Kick6K into forward dash11.2%
Jab StraightPP into Double Punch Slash KickPPK11.2%
Middle Smash Back Knuckle6PP into Rib CrushPP6PPP11.2%

43 further openings account for the other 43 rounds.

Vanessa

Career
71–30 · 70.3%
This season
8 matches · 75.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: crouch into Stinger Low Blow1P+K39.7%
Offensive Style: forward dash into Heel Kick6K+G39.7%
Offensive Style: Body Blow into Body Blow~Bullet Hook6PP26.5%
Offensive Style: forward dash into Body Blow~Bullet Hook6PP26.5%
Offensive Style: forward movement into One TwoPP26.5%
Defensive Style: crouch into Grand Spike2P+K13.2%
Defensive Style: crouch into guardG13.2%
Defensive Style: evade up into forward dash13.2%
Defensive Style: evade up into throwP+G13.2%
Defensive Style: forward dash into Cut-in Knee Kick6K13.2%
Defensive Style: forward dash into forward movement13.2%
Defensive Style: guard into Cut-in Knee Kick6K13.2%
Defensive Style: guard into backdash13.2%
Offensive Style: Bunker Buster into Long Barrel Blow66P13.2%
Offensive Style: Bunker Buster into punchP13.2%

9 further openings account for the other 9 rounds.

El Blaze

Career
197–72 · 73.2%
This season
7 matches · 57.1%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

High-Speed Jab46P into Shouda46PP27.7%
Shadow Spear6K into forward dash27.7%
Straight6P+K into Quick Combo6P+KP27.7%
crouch dash forward into Volcano Upper4P+K27.7%
crouch dash forward into evade down27.7%
evade up into Volcano Upper4P+K27.7%
backdash into Back Knuckle4P13.9%
backdash into Volcano Upper4P+K13.9%
backdash into evade down13.9%
crouch dash forward into Head Smash Kick46K13.9%
crouch dash forward into Middle Kick3K13.9%
crouch dash forward into guardG13.9%
evade down into Head Smash Kick46K13.9%
evade down into Volcano Upper4P+K13.9%
evade up into Low Kick2K13.9%

5 further openings account for the other 5 rounds.

Lau

Career
26–3 · 89.7%
This season
5 matches · 60.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up314.3%
forward movement into punchP314.3%
RenshouPP into Renkanshou3PPP14.8%
Shakashou3P14.8%
Shakashou3P into RenshouPP14.8%
backdash into Hi'en Renshou44PP14.8%
backdash into Honten Rakutoutai46K+G14.8%
backdash into Kensou4P14.8%
backdash into Senchutai3K14.8%
backdash into throwP+G14.8%
crouch dash forward into Sako Soushou4P+K14.8%
crouch into RenshouPP14.8%
crouch into Saishikkyaku4K14.8%
crouch into Senkyaku Chushou3KP14.8%
evade up into crouch dash forward14.8%

2 further openings account for the other 2 rounds.

Shun

Career
134–41 · 76.6%
This season
5 matches · 20.0%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Gyou'in Haishu3P211.8%
Getsuga Gakushu46P into Rensai Gakushu46PP15.9%
Kasen Chugeki6P into Kasen Zenbokushou6PP15.9%
Tenshin Haishu4P15.9%
backdash into evade down15.9%
backward movement into Getsuga Gakushu46P15.9%
backward movement into Kasen Chugeki6P15.9%
backward movement into Kasen Zenbokushou6PP15.9%
backward movement into Rengeki Gakushu46PPP15.9%
crouch dash forward into punchP15.9%
crouch into Fukuchougeki2P15.9%
forward dash into Getsuga Gakushu46P15.9%
forward movement into Chougeki RigoutaiPK15.9%
forward movement into punchP15.9%
offensive move into evade down15.9%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Shun: not tested (too few rounds)