VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

El Blaze

Chunky2a1sa

  • Taka
Career matches245
Career win rate65.7%
Round win rate51.1%
Peak rank25
Distinct opponents28
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1252 #3,287 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 Blaze25148945463.5%
Taka2597673069.1%

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

264 of 264 rounds counted

6.0 inputs a second (362 a minute) this season. Faster than 19% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze6.0360206
Taka6.136858

By opponent's character

Shun6.036141
Jacky6.035728
Lau6.136730
Wolf6.236927
Aoi6.036323
El Blaze5.935420
Jean6.237422
Akira6.035918
Jeffry5.633717
Sarah6.136818
Kage5.835113
Taka6.53877

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

Shun114736.4%-12.1
Jacky75271.4%+13.9
Lau72528.6%-45.9
Wolf75271.4%-1.6
Aoi6060.0%-9.1
El Blaze54180.0%+19.4
Jean54180.0%+7.6
Akira42250.0%-6.9
Jeffry42250.0%+7.1
Sarah42250.0%-6.4
Kage330100.0%+67.9
Taka220100.0%+38.0

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

Breakable Full Fence123925.0%-29.9
Breakable Half Fence124833.3%-8.3
Rectangle11110100.0%+46.2
Open72528.6%-24.5
Full Fence65183.3%+6.9
Full Fence and Open52340.0%-23.2
Single Wall52340.0%-4.0
Low Fence32166.7%+18.8
Octagon220100.0%+42.0
Half Fence110100.0%+21.2

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
Walls4459.1%54.8%+4.3
No walls1540.0%47.9%-7.9

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

びすぽ! (Rank 30)2026/09/302020.0%
nourusu (Rank 29)2026/09/302020.0%
y.o.y (Rank 21)2026/09/30330100.0%
HaseMasa (Rank 26)2026/09/301010.0%
TaKaArAsHi573 (Rank 23)2026/09/2942250.0%
ちょいそる (Rank 27)2026/09/293030.0%
パニガーレ (Rank 24)2026/09/19220100.0%
도룡밖에난몰라/RSA (Rank 16)2026/09/18330100.0%
aona (Rank 29)2026/09/182020.0%
胃弱 (Rank 24)2026/09/182020.0%
starszhouuu (Rank 23)2026/09/1821150.0%
GiantKiller1192 (Rank 16)2026/09/1841325.0%
anachan194 (Rank 22)2026/09/18220100.0%
imhanzo (Rank 27)2026/09/151010.0%
dalmax72 (Rank 21)2026/09/09440100.0%
naowai (Rank 21)2026/09/09110100.0%
サーちゃん (Rank 23)2026/09/09220100.0%
nekodiver2 (Rank 22)2026/09/09440100.0%
soreagle (Rank 23)2026/09/0931233.3%
あむざん (Rank 43)2026/09/082020.0%
*ふゆもえ (Rank 21)2026/09/08220100.0%
うをん (Rank 31)2026/09/08220100.0%
yagi[JP] (Rank 23)2026/09/08220100.0%
kadorto (Rank 24)2026/09/07110100.0%
佐藤です (Rank 35)2026/09/076060.0%

Round openings

Every character

backward movement into Straight6P+K3011.4%
punchP2710.2%
guardG into evade down207.6%
backdash into evade down155.7%
Straight6P+K124.5%
Morotezuki66P into punchP72.6%
backdash into guardG72.6%
crouch dash back into Demon's Tail9P+KK72.6%
guardG into evade up72.6%
Morotezuki66P62.3%
Morotezuki66P into Morote Tsuppari66PP51.9%
Volcano Upper4P+K51.9%
backdash51.9%
crouch dash back51.9%
crouch dash back into Straight6P+K51.9%

64 further openings account for the other 101 rounds.

El Blaze

Career
94–54 · 63.5%
This season
50 matches · 52.0%
Peak rank
25

First hit in 50.5% of 206 rounds. Won 54.8% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backward movement into Straight6P+K3014.6%
guardG into evade down188.7%
backdash into evade down157.3%
Straight6P+K125.8%
punchP94.4%
backdash into guardG73.4%
crouch dash back into Demon's Tail9P+KK73.4%
guardG into evade up62.9%
Volcano Upper4P+K52.4%
backdash52.4%
crouch dash back52.4%
crouch dash back into Straight6P+K52.4%
Demon Dance9P+K into Demon's Tail9P+KK41.9%
Hammer Smash46P+K41.9%
backdash into Demon's Tail9P+KK41.9%

44 further openings account for the other 70 rounds.

Taka

Career
67–30 · 69.1%
This season
15 matches · 60.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP1831.0%
Morotezuki66P into punchP712.1%
Morotezuki66P610.3%
Morotezuki66P into Morote Tsuppari66PP58.6%
Tsuppari 2PP into Tsuppari 3PPP23.5%
guardG into Shita Harite2P23.5%
guardG into evade down23.5%
Agyou4P+K+G11.7%
Hiji'ate6P into backward movement11.7%
Hiji'ate6P into forward dash11.7%
Hiji'ate6P into punchP11.7%
Mawashi Harite44P11.7%
Tsuppari 3PPP into Tsuppari 4PPPP11.7%
backdash into Shita Harite2P11.7%
backdash into Yoko Harite4P11.7%

8 further openings account for the other 8 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

  • El Blaze: not tested (too few rounds)
  • Taka: not tested (too few rounds)