VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

へい!おひさいたま

  • Dural
  • Taka
  • Eileen
Career matches1,900
Career win rate48.6%
Round win rate50.4%
Peak rank27
Distinct opponents113
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1328 #3,008 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 Blaze2798747351447.9%
Dural2742122219952.7%
Taka2427113413749.5%
Eileen222219412742.5%

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

1,300 of 1,395 rounds counted

8.1 inputs a second (484 a minute) this season. Faster than 72% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze8.3501597
Dural8.0482285
Taka7.5448215
Eileen7.9473203

By opponent's character

Akira7.8470163
Aoi7.9474165
Goh7.9473123
Jacky8.4503150
Pai8.2489103
Jeffry8.249069
Shun8.048073
Kage8.047759
Sarah7.847163
El Blaze8.349859
Lion8.048258
Vanessa7.846651
Wolf8.752449
Lau8.550830
Eileen8.350037
Jean8.249227
Lei Fei8.148312
Taka8.55089

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

Akira47281959.6%+7.3
Aoi44281663.6%+9.5
Goh38251365.8%+14.0
Jacky37152240.5%+1.3
Pai2992031.0%-16.3
Jeffry1981142.1%-2.9
Shun1810855.6%+12.2
Kage1661037.5%-14.2
Sarah167943.8%-3.9
El Blaze146842.9%-15.1
Lion1441028.6%-22.1
Vanessa138561.5%+17.1
Wolf1321115.4%-36.5
Lau105550.0%-0.6
Eileen84450.0%+6.8
Jean74357.1%-8.2
Lei Fei32166.7%+18.9
Taka220100.0%+34.7

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 Fence57302752.6%+2.5
Breakable Half Fence44202445.5%-1.2
Octagon41172441.5%-10.2
Full Fence36191752.8%+2.3
Low Fence33181554.5%+3.4
Single Wall33161748.5%-3.0
Open32131940.6%-5.5
Rectangle25141156.0%+9.3
Half Fence1912763.2%+14.6
Full Fence and Open1511473.3%+19.2

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22250.5%49.3%+1.1
No walls9848.0%49.5%-1.5

Walls against open: +2.7 points (95% range -9.6 to +14.9), p 0.672 — 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

xXsoul-childXx (Rank 30)2026/10/1581712.5%
GWO (Rank 25)2026/10/151813572.2%
Jyuryoku_Eileen (Rank 26)2026/10/12148657.1%
ぽん (Rank 28)2026/10/12104640.0%
うまい棒 (Rank 24)2026/10/12440100.0%
けいすけ新宿 (Rank 24)2026/10/1095455.6%
UNIQ (Rank 21)2026/10/10107370.0%
あかげら (Rank 24)2026/10/105050.0%
ガンジャッキー(bunbun) (Rank 28)2026/10/0984450.0%
トローリロートル (Rank 25)2026/10/08126650.0%
Might小麥豆漿 (Rank 21)2026/09/181715288.2%
omuretukun (Rank 23)2026/09/181511473.3%
dalmax72 (Rank 21)2026/09/1685362.5%
ちょいそる (Rank 26)2026/09/1652340.0%
Yukimaru-shiro (Rank 16)2026/09/164040.0%
kuni_sato (Rank 24)2026/09/1351420.0%
ばくちーラウ (Rank 21)2026/09/1141325.0%
hapiken (Rank 24)2026/09/0953260.0%
potimaru1059 (Rank 23)2026/08/1952340.0%
ttfour@サラしかできないw (Rank 22)2026/07/2241325.0%
失礼!スマッシュ☆彡 (Rank 26)2026/07/2261516.7%
drnneb75 (Rank 26)2026/06/2142250.0%
TaKaArAsHi573 (Rank 24)2026/06/1843175.0%
ねこ吉 (Rank 22)2026/06/12550100.0%
MIES/ミース (Rank 25)2026/05/0731233.3%

Round openings

Every character

Shouda46PP into Rising Back Spin Kick46PPK1029.1%
punchP into Enkou RensouPP504.5%
High-Speed Jab46P into Shouda46PP494.4%
Rocket Discharge6P+K+G into Déjà VuP+G443.9%
Demon Dance9P+K into Demon's Tail9P+KK383.4%
crouch into Low Drop Kick1K+G383.4%
Morotezuki66P into Morote Tsuppari66PP363.2%
crouch into Backswing Rocket1P+K292.6%
crouch dash forward into Enkou Toutou3P+K222.0%
Fade Roll Kick7K into evade up181.6%
crouch into Low Spin Kick2K+G181.6%
backdash into Darkness Sword43K+G171.5%
crouch into Shita Harite2P161.4%
crouch into Tsuyubarai2P+K161.4%
Agyou4P+K+G into backward movement151.3%

269 further openings account for the other 608 rounds.

Counted from 278 of the 348 matches played. The rest were not pulled for openings.

El Blaze

Career
473–514 · 47.9%
This season
173 matches · 52.0%
Peak rank
27

First hit in 45.1% of 678 rounds. Won 56.9% of the rounds they struck first, 47.0% of the rounds they were struck first.

Significant Tells

  • Against Akira: evades first in 15.1% of rounds, against 4.0% against everyone else.
  • In round 1: opens with “6P+K+G Rocket Discharge into P+G Déjà Vu” in 20.9% of rounds, against 1.5% in their other rounds.

How is this tested?

Shouda46PP into Rising Back Spin Kick46PPK10214.8%
High-Speed Jab46P into Shouda46PP497.1%
Rocket Discharge6P+K+G into Déjà VuP+G446.4%
Demon Dance9P+K into Demon's Tail9P+KK385.5%
crouch into Low Drop Kick1K+G385.5%
crouch into Backswing Rocket1P+K294.2%
Fade Roll Kick7K into evade up182.6%
crouch into Low Spin Kick2K+G182.6%
backdash into Darkness Sword43K+G172.5%
backdash into Head Smash Kick46K152.2%
crouch dash back into Hammer Smash46P+K142.0%
crouch into Rolling Low Knuckle1P131.9%
Shadow Strike6P into Shadow Fang6PK121.7%
crouch dash back into Straight6P+K121.7%
Shadow Strike6P111.6%

134 further openings account for the other 260 rounds.

Counted from 172 of the 173 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
Akira7–5 · 58%6–2 · 75%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.

1 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?

Eileen

Career
94–127 · 42.5%
This season
49 matches · 32.6%
Peak rank
22

First hit in 50.2% of 203 rounds. Won 38.2% of the rounds they struck first, 44.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Enkou RensouPP5024.6%
crouch dash forward into Enkou Toutou3P+K2210.8%
crouch into Fukushinshou2P115.4%
Douchu6P into Jouho Chu'un6PP104.9%
backdash into Enkou Kenka46P94.4%
Enkou Kenka46P83.9%
Enkou Nyudou214P+K83.9%
Enkou Nyudou214P+K into Enkou ShutsudouP83.9%
Enkou Nyurin66P52.5%
Enkou Kenka46P into punchP42.0%
Honshin Senputai6K+G into Hikou Rantsui6K+GK42.0%
Goku Senshin (Deflect)4P+K+G31.5%
Matsumensou4P+K31.5%
forward movement into Enkou Nyudou214P+K31.5%
Fukushinshou2P21.0%

45 further openings account for the other 53 rounds.

Taka

Career
134–137 · 49.5%
This season
55 matches · 52.7%
Peak rank
24

First hit in 58.9% of 192 rounds. Won 62.8% of the rounds they struck first, 45.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Morotezuki66P into Morote Tsuppari66PP3618.8%
crouch into Shita Harite2P168.3%
crouch into Tsuyubarai2P+K168.3%
Agyou4P+K+G into backward movement157.8%
Hiji'ate6P94.7%
kickK73.6%
crouch into Kachi'age33P+K63.1%
forward dash into throwP+G63.1%
punchP into Tsuppari 2PP63.1%
Ao'oni Midaremage214P+K into Aka'oni MidaremageP+K52.6%
Ao'oni Midaremage214P+K31.6%
Kirikabu Kudaki1P+K into Ao'oni Midaremage214P+K31.6%
crouch into Kirikabu Kudaki1P+K31.6%
Agyou4P+K+G into backdash21.0%
Dohyouwari43P21.0%

49 further openings account for the other 57 rounds.

Counted from 49 of the 55 matches played. The rest were not pulled for openings.

Dural

Career
222–199 · 52.7%
This season
71 matches · 53.5%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Zensoutai2KK825.8%
punchP into One TwoPP39.7%
backdash into back kick+guard4K+G26.5%
crouch into High Spin Kick1PK26.5%
Cut Upper3P into guardG13.2%
Low Knuckle2P13.2%
One Two UpperPPP into Combo Somersault KickPPPK13.2%
Rising Elbow6P into forward movement13.2%
Slant Back Knuckle1P into High Spin Kick1PK13.2%
back, down-back, down, down-forward, forward punch+kick41236P+K into punch+kickP+K13.2%
backdash into Knee Kick~Kick6KK13.2%
backdash into back, down-back, down, down-forward, forward punch+kick41236P+K13.2%
crouch dash forward into down-forward, down-forward punch+kick33P+K13.2%
crouch into Backer Shift Combination3KKKK13.2%
evade down into Lumpini Combination4PK13.2%

5 further openings account for the other 5 rounds.

Counted from 8 of the 71 matches played. The rest were not pulled for openings.

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: 2 of 15 tests hold up
  • Eileen: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Dural: not tested (too few rounds)