VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

misoazy

  • Akira
Career matches21,647
Career win rate48.6%
Round win rate49.2%
Peak rank33
Distinct opponents489
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1556 #1,637 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

El Blaze3312,3176,0096,30848.8%
Akira309,3214,5184,80348.5%
Sarah—93633.3%

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.

Inputs per second

7,353 of 9,215 rounds counted

9.1 inputs a second (547 a minute) this season. Faster than 88% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.35584,946
El Blaze8.75242,407

By opponent's character

Akira9.6577849
Jacky9.4566873
Wolf9.3556508
Aoi8.8529475
Jeffry9.2550503
Sarah8.7522452
Pai8.9534432
Goh9.2554406
El Blaze9.0542390
Jean9.1546350
Kage9.1545369
Lion8.8528378
Shun8.6517242
Lau9.1547233
Vanessa8.7520240
Lei Fei9.4563170
Eileen8.6518174
Brad9.1546151
Taka9.456691
Dural9.355667

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

Akira24811213645.2%-3.6
Jacky24711413346.1%+1.2
Wolf189919848.1%+0.6
Aoi167996859.3%+6.1
Jeffry164739144.5%-1.1
Sarah142717150.0%+2.0
Pai132666650.0%-1.3
Goh128557343.0%-1.8
El Blaze118675156.8%+6.3
Jean112595352.7%+1.6
Kage107525548.6%-0.4
Lion107476043.9%-4.3
Shun83394447.0%+0.3
Lau81364544.4%-1.9
Vanessa74403454.0%+2.1
Lei Fei54252946.3%-2.8
Eileen49242549.0%-6.1
Brad47173036.2%-11.4
Taka27131448.1%-0.8
Dural1811761.1%+18.1

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 would by chance alone.

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

Breakable Half Fence26113412751.3%+3.3
Octagon24612112549.2%+0.6
Full Fence24511912648.6%-0.7
Low Fence23610013642.4%-5.2
Rectangle22111810353.4%+5.3
Breakable Full Fence22011210850.9%+3.0
Half Fence21711010750.7%+0.2
Single Wall2079411345.4%-3.1
Open2039910448.8%+1.6
Full Fence and Open129606946.5%-3.2

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1,41050.6%48.9%+1.8
No walls64645.4%47.5%-2.2

Walls against open: +3.9 points (95% range -0.7 to +8.5), p 0.098 — 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

銀 (Rank 30)2026/10/1830181260.0%
LEO (Rank 30)2026/10/18156940.0%
BANANA (Rank 29)2026/10/1838182047.4%
μ (Rank 26)2026/10/181610662.5%
MATSUNAGAAKIRA.REBOOT (Rank 25)2026/10/18148657.1%
マクシミリアン15世 (Rank 33)2026/10/181551033.3%
orz (Rank 30)2026/10/181811761.1%
はるまき@FF14 (Rank 26)2026/10/1627161159.3%
イチゲン (Rank 29)2026/10/15189950.0%
カプリッチョ (Rank 27)2026/10/112091145.0%
金田一の少年 (Rank 28)2026/10/101412285.7%
しゅが~nsr (Rank 27)2026/10/061810855.6%
dalmax72 (Rank 26)2026/10/022719870.4%
たわばTAWABA (Rank 28)2026/10/0221101147.6%
ふぇに (Rank 32)2026/09/221861233.3%
クロサギ@はなちゃん (Rank 30)2026/09/223282425.0%
fazz00r (Rank 27)2026/09/22159660.0%
ぽん (Rank 31)2026/09/222013765.0%
a_h_i_k_o (Rank 27)2026/09/1820101050.0%
nikuzuki (Rank 29)2026/09/16169756.2%
Jyuryoku_Eileen (Rank 26)2026/09/1441231856.1%
鳩男 (Rank 30)2026/08/311810855.6%
アドリブ使い (Rank 32)2026/08/021731417.6%
ヘニオ (Rank 32)2026/07/311971236.8%
ルビーロマン葵 (Rank 31)2026/07/231881044.4%

Round openings

Every character

Rimon Chouchu66P6417.5%
crouch dash forward into evade down5186.1%
backdash into Volcano Upper4P+K3614.2%
backdash into evade up2883.4%
forward movement into punchP2302.7%
guardG into evade down2192.6%
guardG2102.5%
forward dash into throw escape2092.5%
Volcano Upper4P+K1972.3%
evade down into guardG1952.3%
guardG into throw escape1942.3%
Rimon Chouchu66P into forward dash1421.7%
evade down into backdash1391.6%
crouch dash forward into throw escape1261.5%
backdash into evade down1091.3%

607 further openings account for the other 4,739 rounds.

Counted from 2,116 of the 2,294 matches played. The rest were not pulled for openings.

Akira

Career
4,518–4,803 · 48.5%
This season
1,251 matches · 46.6%
Peak rank
30

First hit in 54.8% of 4,229 rounds. Won 50.0% of the rounds they struck first, 45.0% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 33.0% of rounds, against 25.5% in their other rounds.
  • Against Pai: waits first in 25.6% of rounds, against 11.5% against everyone else.
  • After opening the round before by backing off: backs off first in 32.2% of rounds, against 23.9% after anything else.
  • After winning a round: backs off first in 31.1% of rounds, against 20.8% after losing one.
  • When ahead: backs off first in 32.0% of rounds, against 21.3% when level or behind.
  • In round 2: opens with “crouch dash forward into evade down” in 8.9% of rounds, against 6.2% in their other rounds.
  • Against Pai: opens with “G guard” in 8.6% of rounds, against 2.8% against everyone else.
  • After opening the round before with “crouch dash forward into evade down”: opens with “crouch dash forward into evade down” in 15.9% of rounds, against 7.0% after anything else.
  • After losing a round: opens with “66P Rimon Chouchu” in 18.2% of rounds, against 12.7% after winning one.
  • When behind: opens with “66P Rimon Chouchu” in 18.1% of rounds, against 14.0% when ahead or level.

How is this tested?

Rimon Chouchu66P64115.0%
crouch dash forward into evade down2956.9%
Rimon Chouchu66P into forward dash1423.3%
backdash into evade up1363.2%
guardG1363.2%
evade down into guardG1132.6%
crouch dash back into Koboku214P1022.4%
backdash into Goko Shutsudou3K+GP942.2%
guardG into evade down912.1%
crouch dash forward into guardG811.9%
Geimon Tessen46P+K+G751.8%
crouch dash forward into Housui2P691.6%
forward movement into punchP651.5%
crouch dash back into evade down611.4%
forward dash into throw escape591.4%

322 further openings account for the other 2,117 rounds.

Counted from 1,073 of the 1,251 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Akira

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira30–51 · 37%9–22 · 29%+8.0
Jacky31–30 · 51%18–26 · 41%+6.8
Aoi29–26 · 53%6–6 · 50%too few to test
Jeffry19–21 · 48%12–22 · 35%+12.8
Wolf21–23 · 48%10–7 · 59%too few to test
Pai23–24 · 49%9–14 · 39%too few to test
Jean23–18 · 56%4–8 · 33%too few to test
Sarah20–16 · 56%9–11 · 45%too few to test
El Blaze25–14 · 64%9–5 · 64%too few to test
Lion17–17 · 50%5–10 · 33%too few to test
Kage12–17 · 41%7–3 · 70%too few to test
Shun6–16 · 27%10–8 · 56%too few to test
Goh14–12 · 54%3–6 · 33%too few to test
Vanessa14–11 · 56%3–5 · 38%too few to test
Eileen10–15 · 40%2–0 · 100%too few to test
Lau8–10 · 44%5–6 · 45%too few to test
Lei Fei4–10 · 29%5–10 · 33%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

178 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

El Blaze

Career
6,009–6,308 · 48.8%
This season
1,043 matches · 50.6%
Peak rank
33

First hit in 43.5% of 4,202 rounds. Won 53.6% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 30.9% of rounds, against 25.0% in their other rounds.
  • Against Goh: backs off first in 43.6% of rounds, against 25.1% against everyone else.
  • On Single Wall stages: backs off first in 36.4% of rounds, against 25.2% on the other stages.
  • After opening the round before by evading: evades first in 21.2% of rounds, against 12.5% after anything else.
  • After the opponent opened the round before by moving in: backs off first in 35.1% of rounds, against 28.4% after anything else.
  • After winning a round: backs off first in 34.5% of rounds, against 24.3% after losing one.
  • When behind: moves in first in 29.8% of rounds, against 24.1% when ahead or level.
  • In round 2: opens with “G guard into throw escape” in 5.1% of rounds, against 3.3% in their other rounds.
  • Against Aoi: opens with “G guard into throw escape” in 8.3% of rounds, against 3.3% against everyone else.
  • On Single Wall stages: opens with “backdash into 4P+K Volcano Upper” in 12.2% of rounds, against 8.1% on the other stages.
  • After opening the round before with “4P+K Volcano Upper”: opens with “4P+K Volcano Upper” in 10.4% of rounds, against 4.4% after anything else.
  • After the opponent opened the round before with “backdash into evade down”: opens with “backdash into 4P+K Volcano Upper” in 24.5% of rounds, against 9.9% after anything else.
  • After winning a round: opens with “G guard into throw escape” in 4.9% of rounds, against 2.2% after losing one.
  • When ahead: opens with “G guard into throw escape” in 5.6% of rounds, against 2.1% when level or behind.

How is this tested?

backdash into Volcano Upper4P+K3618.5%
crouch dash forward into evade down2235.3%
Volcano Upper4P+K1974.7%
forward movement into punchP1653.9%
guardG into throw escape1583.7%
backdash into evade up1523.6%
forward dash into throw escape1503.5%
guardG into evade down1283.0%
evade down into backdash1202.8%
forward dash into Volcano Upper4P+K842.0%
crouch dash forward into throw escape821.9%
evade down into guardG821.9%
guardG741.8%
evade up into crouch dash forward721.7%
backdash into evade down651.5%

356 further openings account for the other 2,127 rounds.

By stage type

Record against each character on walled and open stages, as El Blaze

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira37–34 · 52%11–13 · 46%too few to test
Jacky21–36 · 37%16–17 · 48%-10.4
Wolf29–21 · 58%12–27 · 31%+24.8
Goh18–24 · 43%14–15 · 48%too few to test
Jeffry26–31 · 46%10–8 · 56%too few to test
Aoi42–16 · 72%10–9 · 53%too few to test
Sarah17–18 · 49%5–12 · 29%too few to test
El Blaze23–18 · 56%7–6 · 54%too few to test
Kage15–17 · 47%8–5 · 62%too few to test
Lau9–12 · 43%9–5 · 64%too few to test
Lion13–13 · 50%4–7 · 36%too few to test
Pai15–14 · 52%8–3 · 73%too few to test
Jean15–10 · 60%7–5 · 58%too few to test
Vanessa17–9 · 65%5–6 · 45%too few to test
Brad9–10 · 47%5–4 · 56%too few to test
Shun12–8 · 60%3–1 · 75%too few to test
Lei Fei10–7 · 59%2–1 · 67%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

How is this tested?

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 (33 here; about 1.7 would come up by chance alone before the correction).
  • Walls against open is tested per opponent with 30+ matches and 10+ different players on each side, allowing for both players' ranks, and corrected across every player page at once: 0 of 2,552 hold up. With stages shuffled at random: 0 of 2,651–2,673.

Tests behind each character's list

  • Akira: 10 of 17 tests hold up
  • El Blaze: 14 of 16 tests hold up