VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

7連休

Career matches4,672
Career win rate50.4%
Round win rate49.5%
Peak rank36
Distinct opponents174
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1740 #631 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 Blaze364,6722,3562,31650.4%

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

400 of 1,476 rounds counted

6.1 inputs a second (368 a minute) this season. Faster than 22% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze6.1368400

By opponent's character

Jeffry5.83465
Akira5.835019
Jacky6.639730
Kage6.036033
Jean5.633828
Lau6.237449
Aoi6.03618
Sarah6.136514
Goh6.035767
Wolf6.236933
Brad6.438313
Lei Fei6.136717
Pai6.94137
Lion6.136424
Vanessa6.23707
Eileen5.834610
Shun6.639825
Taka6.639311

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

Jeffry38201852.6%+1.1
Akira33141942.4%-7.9
Jacky33161748.5%+1.6
Kage31161551.6%+5.3
Jean28121642.9%-1.6
Lau2791833.3%-9.5
Aoi2491537.5%-13.2
Sarah2011955.0%+11.2
Goh1910952.6%-2.7
Wolf1813572.2%+20.1
Brad169756.2%+12.0
Lei Fei1211191.7%+39.5
Pai1221016.7%-33.4
Lion116554.5%+8.4
Vanessa115645.5%-3.4
Eileen83537.5%-4.0
Shun84450.0%+2.0
Taka82625.0%-11.9
El Blaze72528.6%-19.0

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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 Full Fence50193138.0%-10.5
Low Fence44222250.0%+0.8
Rectangle40221855.0%+6.9
Octagon37201754.0%+8.9
Open36152141.7%-10.3
Full Fence34171750.0%-0.6
Half Fence34171750.0%+6.6
Breakable Half Fence33151845.5%-3.0
Single Wall26101638.5%-9.3
Full Fence and Open138561.5%+15.8

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22848.2%47.4%+0.8
No walls10644.3%49.3%-4.9

Walls against open: +5.8 points (95% range -5.8 to +17.3), p 0.331 — 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

ぷよ (Rank 37)2026/08/0442250.0%
METALX (Rank 39)2026/08/0462433.3%
天一 (Rank 33)2026/07/2254180.0%
しょべるん (Rank 37)2026/07/2231233.3%
えなお (Rank 36)2026/07/1674357.1%
カゲ尻浩作 (Rank 39)2026/07/1643175.0%
kansimamoto (Rank 34)2026/05/1841325.0%
∈挙動不審∋ (Rank 33)2026/05/18106460.0%
Okaka_vfes (Rank 37)2026/05/1873442.9%
希望ウルフ (Rank 38)2026/05/164040.0%
Phrazes_For_The_Young (Rank 32)2026/05/1154180.0%
k-wofs (Rank 39)2026/05/1142250.0%
banjar (Rank 36)2026/05/113030.0%
こまち (Rank 34)2026/04/1963350.0%
あいりく (Rank 34)2026/04/1952340.0%
くろね|Nobishiro-F (Rank 36)2026/04/0392722.2%
オレナンカどっせ (Rank 31)2026/04/0342250.0%
北斗神拳 弐ノ羅将 (Rank 36)2026/04/0351420.0%
anzenpai (Rank 33)2026/04/034040.0%
おさげ (Rank 37)2026/04/0252340.0%
フルレバ (Rank 34)2026/04/0242250.0%
あをゐ (Rank 31)2026/03/3141325.0%
yta_k (Rank 32)2026/03/303030.0%
おかし (Rank 33)2026/03/2795455.6%
umiyama_kai (Rank 37)2026/03/2782625.0%

Round openings

El Blaze

Career
2,356–2,316 · 50.4%
This season
364 matches · 47.8%
Peak rank
36

First hit in 50.4% of 1,460 rounds. Won 52.0% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 29.9% of rounds, against 20.0% in their other rounds.
  • Against Jeffry: evades first in 9.2% of rounds, against 3.7% against everyone else.
  • In round 1: opens with “6K Shadow Spear into forward movement” in 9.6% of rounds, against 5.2% in their other rounds.
  • Against Jean: opens with “P punch” in 22.6% of rounds, against 9.0% against everyone else.
  • After opening the round before with “6P+K Straight”: opens with “6P+K Straight” in 20.2% of rounds, against 5.8% after anything else.
  • After winning a round: opens with “6K Shadow Spear into forward movement” in 8.2% of rounds, against 2.3% after losing one.

How is this tested?

punchP14910.1%
crouch dash forward into Volcano Upper4P+K1379.3%
Straight6P+K1016.8%
Shadow Spear6K into forward movement936.3%
Straight6P+K into Quick Combo6P+KP896.0%
Shadow Strike6P805.4%
Demon Dance9P+K into Demon's Tail9P+KK765.2%
punchP into Shadow Strike6P412.8%
evade down into Volcano Upper4P+K402.7%
Fake Roll41236P into VenusP362.4%
Rocket Discharge6P+K+G into Cartwheel Kick9K+G281.9%
punchP into Straight6P+K241.6%
Drop Kick9K into forward dash231.6%
Straight6P+K into backdash181.2%
Volcano Upper4P+K171.1%

173 further openings account for the other 525 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jeffry15–11 · 58%5–6 · 45%too few to test
Akira8–12 · 40%4–6 · 40%too few to test
Jacky12–11 · 52%3–6 · 33%too few to test
Kage12–11 · 52%2–4 · 33%too few to test
Jean7–9 · 44%1–4 · 20%too few to test
Lau7–13 · 35%2–3 · 40%too few to test
Aoi4–9 · 31%2–5 · 29%too few to test
Sarah9–5 · 64%2–4 · 33%too few to test

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 (16 here; about 0.8 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

  • El Blaze: 6 of 16 tests hold up