VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

JOHNFLOE

  • Wolf
Career matches7,208
Career win rate52.2%
Round win rate50.9%
Peak rank31
Distinct opponents545
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1526 #1,837 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 Blaze314,0842,1391,94552.4%
Wolf302,2661,1951,07152.7%
Lion—85842942950.0%

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

5,543 of 7,083 rounds counted

9.6 inputs a second (573 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze9.55682,845
Wolf9.65782,698

By opponent's character

Akira9.3560922
Jacky9.4563745
Pai9.3561403
Goh9.6576349
Wolf10.1603360
Jeffry9.5568249
Lau9.8586241
Aoi9.5572299
Sarah9.6575273
Jean9.8588261
Lion9.7580251
Kage9.3560182
Vanessa9.6576167
Dural9.5570150
Brad9.8587127
El Blaze9.6578149
Lei Fei9.8588154
Shun10.0599112
Taka9.355794
Eileen9.557255

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

Akira28615413253.9%+4.7
Jacky2251398661.8%+10.3
Pai143845958.7%+6.4
Goh114536146.5%-2.6
Wolf114516344.7%-7.7
Jeffry93504353.8%+1.6
Lau89315834.8%-8.8
Aoi85374843.5%-8.7
Sarah81394248.1%-6.7
Jean79354444.3%-5.7
Lion72393354.2%+0.8
Kage61303149.2%-3.5
Vanessa60312951.7%-0.5
Dural55302554.5%+9.3
Brad46172937.0%-3.9
El Blaze43222151.2%-0.7
Lei Fei43212248.8%-7.3
Shun37142337.8%-11.0
Taka27151255.6%+3.5
Eileen2091145.0%-7.7

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 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

Octagon2049910548.5%-3.0
Single Wall195989750.3%-2.8
Breakable Half Fence1931078655.4%+4.0
Open185968951.9%+1.4
Low Fence1811008155.2%+6.7
Half Fence176938352.8%-0.5
Breakable Full Fence171878450.9%+0.9
Rectangle156758148.1%-0.6
Full Fence147707747.6%-3.0
Full Fence and Open82414150.0%-0.1

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
Walls1,04750.7%51.0%-0.3
No walls56152.4%50.9%+1.5

Walls against open: -1.7 points (95% range -7.0 to +3.5), p 0.516 — 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

Sinabro (Rank 29)2026/10/151771041.2%
TAIDADA (Rank 28)2026/10/14135838.5%
hahaha (Rank 30)2026/10/1353351866.0%
cokeshi (Rank 28)2026/10/13146842.9%
tamaneen (Rank 33)2026/10/13168850.0%
ER_higante (Rank 30)2026/10/13145935.7%
maniaki (Rank 26)2026/10/111511473.3%
ASSERT(m_pThink); (Rank 21)2026/10/091311284.6%
タマゴン(GTR) (Rank 28)2026/10/091812666.7%
jinjin (Rank 32)2026/10/0435211460.0%
銀 (Rank 30)2026/10/04136746.1%
乃木ぽん@こてつ.kuma (Rank 29)2026/10/031851327.8%
PKG (Rank 28)2026/09/30136746.1%
格雷希欧 (Rank 24)2026/09/30129375.0%
ノーグッドルーザー (Rank 28)2026/09/26156940.0%
無槪念野獸/무개념야수 (Rank 26)2026/09/251713476.5%
TAPIOKA (Rank 30)2026/09/19145935.7%
ちょいそる (Rank 28)2026/09/15147750.0%
Koutei (Rank 33)2026/09/1348272156.2%
Momomia (Rank 28)2026/09/133129293.5%
ShieldHolder (Rank 28)2026/09/1232141843.8%
サーちゃん (Rank 23)2026/09/101312192.3%
DDaDDai (Rank 28)2026/09/08169756.2%
不要玩一局就跑好吗? (Rank 29)2026/06/23146842.9%
OgreAunt (Rank 32)2026/06/04137653.9%

Round openings

Every character

Demon Dance9P+K into Demon's Tail9P+KK78812.2%
punchP into kickK76311.8%
punchP4617.2%
backdash into backward movement2794.3%
Quick Shoulder66P+K2584.0%
Elbow Butt4P into punchP2473.8%
evade down into Elbow Butt4P2453.8%
crouch into Low Spin Kick2K+G2293.5%
backdash into throwP+G1792.8%
backdash into Demon's Tail9P+KK1762.7%
Rolling Savate6K+G1742.7%
backdash into evade up1732.7%
punchP into Jab~High KickPK1632.5%
punchP into Quick HookPP1582.5%
punchP into ElbowP+K1472.3%

237 further openings account for the other 2,011 rounds.

Counted from 1,615 of the 1,773 matches played. The rest were not pulled for openings.

El Blaze

Career
2,139–1,945 · 52.4%
This season
1,101 matches · 51.0%
Peak rank
31

First hit in 56.3% of 4,358 rounds. Won 53.7% of the rounds they struck first, 47.9% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 85.1% of rounds, against 60.2% in their other rounds.
  • Against Pai: backs off first in 32.2% of rounds, against 21.2% against everyone else.
  • After opening the round before by attacking: attacks straight away in 65.2% of rounds, against 49.0% after anything else.
  • After the opponent opened the round before by attacking: backs off first in 30.7% of rounds, against 24.6% after anything else.
  • After losing a round: attacks straight away in 67.4% of rounds, against 53.3% after winning one.
  • When ahead: backs off first in 31.6% of rounds, against 21.9% when level or behind.
  • In round 1: opens with “P punch into K kick” in 34.2% of rounds, against 11.7% in their other rounds.
  • Against Aoi: opens with “crouch into 2K+G Low Spin Kick” in 13.2% of rounds, against 5.0% against everyone else.
  • On Rectangle stages: opens with “P punch into K kick” in 23.5% of rounds, against 16.9% on the other stages.
  • After opening the round before with “9P+K Demon Dance into 9P+KK Demon's Tail”: opens with “9P+K Demon Dance into 9P+KK Demon's Tail” in 31.7% of rounds, against 18.3% after anything else.
  • After losing a round: opens with “9P+K Demon Dance into 9P+KK Demon's Tail” in 25.6% of rounds, against 16.2% after winning one.
  • When behind: opens with “9P+K Demon Dance into 9P+KK Demon's Tail” in 26.3% of rounds, against 18.5% when ahead or level.

How is this tested?

Demon Dance9P+K into Demon's Tail9P+KK78817.9%
punchP into kickK76317.4%
punchP3528.0%
crouch into Low Spin Kick2K+G2295.2%
backdash into backward movement2215.0%
backdash into Demon's Tail9P+KK1764.0%
punchP into Jab~High KickPK1633.7%
punchP into Quick HookPP1583.6%
punchP into ElbowP+K1473.3%
Sit Jab2P1343.0%
backdash into throwP+G1162.6%
backdash into evade up1122.5%
backdash821.9%
Shadow Lance66K761.7%
guardG into Sit Jab2P671.5%

145 further openings account for the other 812 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira55–46 · 54%20–28 · 42%+12.1
Jacky58–25 · 70%27–9 · 75%-1.6
Pai26–19 · 58%21–16 · 57%+0.8
Wolf26–28 · 48%8–11 · 42%too few to test
Goh15–23 · 39%13–15 · 46%too few to test
Jeffry16–19 · 46%19–11 · 63%-16.4
Lau13–26 · 33%4–14 · 22%too few to test
Sarah15–13 · 54%7–9 · 44%too few to test
Aoi14–17 · 45%6–9 · 40%too few to test
Jean14–19 · 42%7–5 · 58%too few to test
Vanessa10–17 · 37%14–4 · 78%too few to test
Lion15–10 · 60%4–6 · 40%too few to test
Dural11–6 · 65%12–7 · 63%too few to test
Brad10–14 · 42%0–3 · 0%too few to test
Kage4–18 · 18%3–3 · 50%too few to test
Shun4–10 · 29%5–4 · 56%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?

Wolf

Career
1,195–1,071 · 52.7%
This season
672 matches · 50.5%
Peak rank
30

First hit in 51.8% of 2,035 rounds. Won 52.9% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 27.2% of rounds, against 8.7% in their other rounds.
  • Against Akira: backs off first in 28.4% of rounds, against 14.4% against everyone else.
  • After opening the round before by backing off: backs off first in 37.1% of rounds, against 15.5% after anything else.
  • In round 1: opens with “evade down into 4P Elbow Butt” in 25.1% of rounds, against 7.5% in their other rounds.
  • Against Lei Fei: opens with “6K+G Rolling Savate” in 20.7% of rounds, against 7.9% against everyone else.
  • After opening the round before with “P punch”: opens with “P punch” in 17.9% of rounds, against 3.1% after anything else.
  • After losing a round: opens with “66P+K Quick Shoulder” in 22.1% of rounds, against 10.6% after winning one.
  • When behind: opens with “66P+K Quick Shoulder” in 21.4% of rounds, against 12.5% when ahead or level.

How is this tested?

Quick Shoulder66P+K25812.6%
Elbow Butt4P into punchP24712.0%
evade down into Elbow Butt4P24511.9%
Rolling Savate6K+G1748.5%
punchP1095.3%
Quick Shoulder66P+K into forward dash824.0%
backdash into throwP+G633.1%
backdash into evade up613.0%
backdash into backward movement582.8%
forward movement into Elbow Butt4P542.6%
Low Hammer2P502.4%
Rolling Savate6K+G into Death ScytheK+G452.2%
Comet Hook1P into Knuckle Part1PP361.8%
punchP into Jab StraightPP331.6%
backdash into Quick Shoulder66P+K311.5%

102 further openings account for the other 509 rounds.

Counted from 514 of the 672 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira24–23 · 51%18–11 · 62%too few to test
Jacky25–16 · 61%10–9 · 53%too few to test
Goh15–15 · 50%6–4 · 60%too few to test
Pai11–3 · 79%13–10 · 57%too few to test
Jean9–11 · 45%3–5 · 38%too few to test
Kage11–6 · 65%4–1 · 80%too few to test
Sarah8–13 · 38%3–1 · 75%too few to test
Jeffry5–3 · 62%7–4 · 64%too few to test
Lau3–11 · 21%5–2 · 71%too few to test
Lei Fei10–6 · 62%1–3 · 25%too few to test
El Blaze7–8 · 47%2–2 · 50%too few to test
Wolf3–5 · 38%3–7 · 30%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.

158 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?

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 (32 here; about 1.6 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: 12 of 16 tests hold up
  • Wolf: 8 of 16 tests hold up