VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

pi-chan_lion

  • Kage
  • Lion
  • Wolf
  • Jeffry
  • Shun
  • Taka
Career matches5,074
Career win rate53.4%
Round win rate48.6%
Peak rank43
Distinct opponents180
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1569 #1,546 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 Blaze331,84093190950.6%
Lion431,38574963654.1%
Taka3334620713959.8%
Jeffry2733618615055.4%
Kage2731116914254.3%
Shun3330617013655.6%
Lau—25013311753.2%
Wolf25169888152.1%
Jean—131765558.0%

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

899 of 1,355 rounds counted

7.1 inputs a second (428 a minute) this season. Faster than 49% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze7.1428842
Lion7.544842
Shun6.337611
Taka5.73394

By opponent's character

Akira7.3435104
Wolf7.042196
Lau7.645884
Pai7.343691
Jean7.343725
Sarah6.740460
Jeffry7.142452
Jacky7.142660
Goh7.041859
Aoi7.243040
Shun7.344041
Brad6.941558
Kage7.041930
Lion7.343823
Vanessa7.041824
El Blaze6.941418
Lei Fei6.941316
Taka7.042211
Eileen8.75233
Dural5.93524

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

Akira42212150.0%-0.2
Wolf40192147.5%-1.3
Lau37211656.8%+11.5
Pai28141450.0%+4.5
Jean2251722.7%-22.3
Sarah2271531.8%-12.4
Jeffry1991047.4%+3.7
Jacky1881044.4%-0.2
Goh1710758.8%+9.9
Aoi167943.8%-4.2
Shun1610662.5%+12.1
Brad1551033.3%-4.5
Kage125741.7%+2.7
Lion114736.4%-16.0
Vanessa73442.9%-6.2
El Blaze64266.7%+24.0
Lei Fei63350.0%+8.9
Taka42250.0%+11.9
Eileen21150.0%-16.1
Dural1010.0%-33.1

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 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

Rectangle45192642.2%-1.7
Open44162836.4%-14.4
Breakable Full Fence35132237.1%-11.8
Single Wall34211361.8%+16.9
Full Fence33211263.6%+19.9
Breakable Half Fence31201164.5%+20.2
Octagon29131644.8%-2.7
Half Fence2891932.1%-12.4
Low Fence26111542.3%-4.0
Full Fence and Open1991047.4%-0.4

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20147.3%45.6%+1.7
No walls10446.2%47.4%-1.3

Walls against open: +2.9 points (95% range -9.2 to +15.0), p 0.635 — 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

BANANA (Rank 30)2026/10/1683537.5%
のみ (Rank 33)2026/10/164040.0%
あっしゅさんとごち昌 (Rank 32)2026/10/1064266.7%
BigBoin (Rank 33)2026/10/0931233.3%
Shadow (Rank 29)2026/10/0932166.7%
コナモン@konamon4119 (Rank 29)2026/10/0631233.3%
Garuyan (Rank 29)2026/10/03550100.0%
お~ちゃん (Rank 34)2026/10/025050.0%
銀 (Rank 31)2026/10/0274357.1%
究極無敵 (Rank 32)2026/09/1541325.0%
ガリバー (Rank 32)2026/09/1531233.3%
windowkhs (Rank 29)2026/09/1543175.0%
天一 (Rank 34)2026/09/1465183.3%
jinjin (Rank 32)2026/09/1442250.0%
うをん (Rank 31)2026/09/10440100.0%
あつあげ (Rank 29)2026/09/04440100.0%
NORESPECT (Rank 29)2026/09/0475271.4%
Sinabro (Rank 29)2026/09/0252340.0%
ちょいそる (Rank 34)2026/06/175050.0%
パクチーいらないよ (Rank 28)2026/06/1643175.0%
鳩男 (Rank 28)2026/05/1932166.7%
xenon335 (Rank 33)2026/05/1741325.0%
MikuMartineau (Rank 30)2026/05/16134930.8%
TOMORV (Rank 27)2026/05/1043175.0%
TECHNIgotty (Rank 28)2026/03/3132166.7%

Round openings

Every character

backdash into Straight6P+K1079.1%
backdash into evade up726.1%
evade up into Volcano Upper4P+K504.2%
guardG into throw escape433.6%
Volcano Upper4P+K332.8%
guardG into Volcano Upper4P+K322.7%
backdash into evade down292.5%
backdash into throw escape231.9%
Volcano Knee6K+G201.7%
evade down into Straight6P+K191.6%
evade down into Volcano Upper4P+K191.6%
evade down into crouch dash forward191.6%
evade up into crouch dash forward181.5%
backdash into Shadow Spin Kick4PK131.1%
backdash into Volcano Upper4P+K131.1%

264 further openings account for the other 668 rounds.

Counted from 295 of the 341 matches played. The rest were not pulled for openings.

El Blaze

Career
931–909 · 50.6%
This season
288 matches · 48.6%
Peak rank
33

First hit in 41.7% of 995 rounds. Won 55.7% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

  • Against Pai: evades first in 55.8% of rounds, against 23.5% against everyone else.
  • After opening the round before by backing off: backs off first in 53.0% of rounds, against 24.8% after anything else.
  • In round 1: opens with “backdash into 6P+K Straight” in 16.3% of rounds, against 8.8% in their other rounds.
  • Against Jacky: opens with “G guard into throw escape” in 12.7% of rounds, against 3.0% against everyone else.
  • After opening the round before with “backdash into 6P+K Straight”: opens with “backdash into 6P+K Straight” in 19.5% of rounds, against 7.4% after anything else.

How is this tested?

backdash into Straight6P+K10710.7%
backdash into evade up626.2%
evade up into Volcano Upper4P+K505.0%
guardG into throw escape363.6%
Volcano Upper4P+K333.3%
guardG into Volcano Upper4P+K323.2%
backdash into evade down252.5%
Volcano Knee6K+G202.0%
evade down into Straight6P+K191.9%
evade down into Volcano Upper4P+K191.9%
backdash into throw escape171.7%
evade down into crouch dash forward141.4%
evade up into crouch dash forward141.4%
backdash into Shadow Spin Kick4PK131.3%
backdash into Volcano Upper4P+K131.3%

177 further openings account for the other 531 rounds.

Counted from 252 of the 288 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira12–5 · 71%6–6 · 50%too few to test
Wolf6–8 · 43%8–6 · 57%too few to test
Lau7–5 · 58%8–2 · 80%too few to test
Pai9–10 · 47%1–1 · 50%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.

36 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?

Kage

Career
169–142 · 54.3%
This season
15 matches · 26.7%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Gen'you4K+G712.3%
backdash into Fusenjin3P47.0%
backdash into evade up47.0%
backdash into Ryubisen44K+G35.3%
evade down into crouch dash forward35.3%
Senpujin2P+K into kickK23.5%
backdash into Nagiharai6P+K23.5%
backdash into Senpujin2P+K23.5%
backdash into throwP+G23.5%
evade down into Gen'you4K+G23.5%
evade down into Senpujin2P+K23.5%
guardG into Senpujin2P+K23.5%
Fusenjin3P into ResshouPP11.8%
Rakujin Gaeri44P11.8%
Rasen4P11.8%

19 further openings account for the other 19 rounds.

Wolf

Career
88–81 · 52.1%
This season
10 matches · 40.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Elbow Butt4P into Jab StraightPP37.3%
backdash into Kenka Kick1K+G37.3%
backdash into evade down37.3%
guardG into throw escape37.3%
backdash into evade up24.9%
crouch dash back into Mow Down Chop1P+K24.9%
evade down into Knee Lift6K24.9%
evade up into evade down24.9%
guardG24.9%
Quick Shoulder66P+K12.4%
backdash into Low Drop Kick62K12.4%
backdash into Mow Down Chop1P+K12.4%
backdash into Short Shoulder46P+K12.4%
backdash into throw escape12.4%
backward movement into Elbow Butt4P12.4%

13 further openings account for the other 13 rounds.

Jeffry

Career
186–150 · 55.4%
This season
7 matches · 57.1%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Knee Attack6K39.7%
backdash into throw escape39.7%
evade down into Ducking Low2K+G39.7%
guardG into throw escape39.7%
backward movement into throw escape26.5%
evade down into Knee Attack6K26.5%
evade up into Knee Attack6K26.5%
guardG into Knee Attack6K26.5%
backdash into Hammer Slide1P13.2%
backdash into Kenka Kick66K+G13.2%
backdash into evade up13.2%
crouch dash back into Destruction WaveK+G13.2%
crouch dash back into Middle Hell Stab6P+K13.2%
crouch dash back into punchP13.2%
evade down into Side Kick3K13.2%

4 further openings account for the other 4 rounds.

Lion

Career
749–636 · 54.1%
This season
15 matches · 26.7%
Peak rank
43

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sen'inshou3P210.0%
backdash into evade up210.0%
evade up into crouch dash forward210.0%
guardG into Senkyutai1K210.0%
offensive move210.0%
Juchou Senshou8P+K15.0%
Kousoutai2K+G15.0%
backdash into Kousoutai2K+G15.0%
backdash into Soukoushu66P+K15.0%
backdash into throw escape15.0%
evade down into Sen'inshou3P15.0%
evade down into crouch dash forward15.0%
evade up into Sen'inshou3P15.0%
evade up into evade down15.0%
guardG into RensuitaiPK15.0%

Counted from 5 of the 15 matches played. The rest were not pulled for openings.

Shun

Career
170–136 · 55.6%
This season
5 matches · 40.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into Kasen Zenbokushou6PP210.0%
Gyou'in Haishu3P into Kasen Zenbokushou6PP15.0%
Kasen Chugeki6P into Kasen Zenbokushou6PP15.0%
Kasen Chugeki6P into throwP+G15.0%
RengekiPP into Saishu RenkangekiPPP15.0%
backdash15.0%
backdash into Gyou'in Haishu3P15.0%
backdash into Ryubikyaku8K+G15.0%
backdash into Sokutan Senshu6K15.0%
backdash into evade up15.0%
backdash into offensive move15.0%
backdash into throw escape15.0%
crouch dash back into Tenshin Souchushou6P+K15.0%
evade down into Sokutan Senshu6K15.0%
evade down into Toukyaku6K+G15.0%

4 further openings account for the other 4 rounds.

Taka

Career
207–139 · 59.8%
This season
1 matches · 0.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kumoyaburi4P+K into punchP125.0%
Tsuppari 3PPP into Tsuppari 4PPPP125.0%
evade up into Kachi'age33P+K125.0%
evade up into Tsuyubarai2P+K125.0%

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 (15 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: 5 of 15 tests hold up
  • Kage: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Taka: not tested (too few rounds)