VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

Dark

  • Jeffry
Career matches9,660
Career win rate50.3%
Round win rate48.9%
Peak rank34
Distinct opponents396
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1558 #1,619 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 Blaze348,5154,2904,22550.4%
Jeffry271,14556857749.6%

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

1,943 of 2,764 rounds counted

4.9 inputs a second (295 a minute) this season. Faster than 2% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze4.92961,814
Jeffry4.6274129

By opponent's character

Jacky5.2312207
Akira5.0301182
Wolf5.1306155
Kage4.6277128
Aoi4.8285101
Jeffry5.3318101
Goh4.8291122
Sarah4.8287136
Pai4.9292113
Lau4.9295122
Lei Fei4.6276100
Lion4.8288117
El Blaze4.929374
Jean4.929493
Brad5.231058
Vanessa4.929460
Shun4.527327
Eileen5.030026
Dural3.722511
Taka4.828910

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

Jacky78463259.0%+10.6
Akira63323150.8%+1.9
Wolf56352162.5%+17.2
Kage48202841.7%-3.5
Aoi44251956.8%+6.8
Jeffry41231856.1%+8.8
Goh40211952.5%+5.1
Sarah40142635.0%-14.8
Pai38122631.6%-22.1
Lau37142337.8%-10.7
Lei Fei37142337.8%-7.3
Lion36162044.4%-4.6
El Blaze32161650.0%+2.1
Jean31141745.2%-4.2
Brad22121054.5%+9.3
Vanessa1810855.6%+8.2
Shun113827.3%-22.1
Eileen94544.4%+1.1
Dural61516.7%-35.6
Taka2020.0%-45.9

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Rectangle81404149.4%+1.3
Open74363848.6%-1.9
Breakable Full Fence71363550.7%+5.3
Breakable Half Fence71304142.2%-7.4
Full Fence71383353.5%+4.0
Low Fence68303844.1%-4.8
Half Fence67343350.8%+3.0
Single Wall64244037.5%-9.7
Octagon58322655.2%+7.2
Full Fence and Open2011955.0%+7.3

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls41950.1%48.3%+1.9
No walls20643.7%48.5%-4.8

Walls against open: +6.6 points (95% range -1.6 to +14.9), p 0.116 — 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

W-TETSU (Rank 33)2026/09/1243175.0%
hihoyoho (Rank 32)2026/09/0743175.0%
igyoken55 (Rank 30)2026/09/0743175.0%
Teruo_1114 (Rank 32)2026/09/0651420.0%
grampus29 (Rank 33)2026/09/0652340.0%
ガリバー (Rank 32)2026/09/05440100.0%
reiya---0602 (Rank 35)2026/09/0254180.0%
ワクワク (Rank 33)2026/08/2952340.0%
FreddieKing (Rank 35)2026/08/2741325.0%
お~ちゃん (Rank 34)2026/08/1741325.0%
ボブソン (Rank 36)2026/08/035050.0%
えなお (Rank 36)2026/07/3162433.3%
pc37_lucky10 (Rank 34)2026/07/2961516.7%
moto__666 (Rank 36)2026/07/294040.0%
けいすけ新宿 (Rank 32)2026/07/1442250.0%
hsat0310 (Rank 33)2026/07/0341325.0%
なめ (Rank 34)2026/06/3042250.0%
ばねばば (Rank 30)2026/06/2154180.0%
dorobonyanko (Rank 31)2026/06/1953260.0%
五寸釘くん (Rank 35)2026/06/1841325.0%
wildguy177 (Rank 33)2026/05/2743175.0%
HIGE (Rank 30)2026/05/2552340.0%
acebreaker (Rank 28)2026/05/1641325.0%
B.S.R-JP (Rank 30)2026/05/1054180.0%
さいたま梅澤/T.Umezawa (Rank 29)2026/05/0651420.0%

Round openings

Every character

guardG56621.0%
guardG into evade down1475.5%
guardG into punchP1365.0%
Demon Dance9P+K into Demon's Tail9P+KK1355.0%
up-back kick+guard7K+G1274.7%
Volcano Upper4P+K into punchP1104.1%
High Spin KickK+G1043.9%
crouch into Low Spin Kick2K+G983.6%
backdash into Darkness Sword43K+G893.3%
Shadow Spear6K into forward movement853.2%
guardG into throw escape521.9%
back, up-back kick+guard47K+G471.8%
guardG into Sit Jab2P461.7%
guardG into Backswing Rocket1P+K391.4%
guardG into Low Spin Kick2K+G331.2%

185 further openings account for the other 879 rounds.

Counted from 670 of the 689 matches played. The rest were not pulled for openings.

El Blaze

Career
4,290–4,225 · 50.4%
This season
616 matches · 48.2%
Peak rank
34

First hit in 50.6% of 2,386 rounds. Won 52.6% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 76.4% of rounds, against 47.6% in their other rounds.
  • After opening the round before by backing off: attacks straight away in 62.7% of rounds, against 39.8% after anything else.
  • After losing a round: waits first in 63.0% of rounds, against 31.8% after winning one.
  • When behind: waits first in 62.5% of rounds, against 40.0% when ahead or level.
  • In round 1: opens with “G guard into evade down” in 14.4% of rounds, against 2.2% in their other rounds.
  • Against Sarah: opens with “G guard into evade down” in 12.6% of rounds, against 4.7% against everyone else.
  • After losing a round: opens with “G guard” in 33.9% of rounds, against 7.2% after winning one.
  • When behind: opens with “G guard” in 35.6% of rounds, against 12.2% when ahead or level.

How is this tested?

guardG51821.5%
Demon Dance9P+K into Demon's Tail9P+KK1355.6%
up-back kick+guard7K+G1275.3%
guardG into evade down1265.2%
Volcano Upper4P+K into punchP1104.6%
guardG into punchP1084.5%
High Spin KickK+G1044.3%
crouch into Low Spin Kick2K+G984.1%
backdash into Darkness Sword43K+G893.7%
Shadow Spear6K into forward movement853.5%
guardG into throw escape482.0%
back, up-back kick+guard47K+G471.9%
guardG into Sit Jab2P461.9%
guardG into Backswing Rocket1P+K391.6%
guardG into Low Spin Kick2K+G331.4%

143 further openings account for the other 692 rounds.

Counted from 597 of the 616 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
Jacky21–13 · 62%13–10 · 57%too few to test
Akira21–12 · 64%5–16 · 24%too few to test
Wolf20–10 · 67%5–6 · 45%too few to test
Kage12–15 · 44%2–7 · 22%too few to test
Sarah9–16 · 36%4–8 · 33%too few to test
Lei Fei10–13 · 43%3–4 · 43%too few to test
Pai6–11 · 35%6–10 · 38%too few to test
Jeffry10–13 · 43%7–2 · 78%too few to test
Lion11–11 · 50%3–6 · 33%too few to test
Aoi10–13 · 43%5–2 · 71%too few to test
Lau5–10 · 33%5–8 · 38%too few to test
Goh8–10 · 44%5–3 · 62%too few to test
Jean5–10 · 33%6–4 · 60%too few to test
El Blaze8–6 · 57%6–2 · 75%too few to test
Brad12–6 · 67%0–4 · 0%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.

19 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?

Jeffry

Career
568–577 · 49.6%
This season
73 matches · 48.0%
Peak rank
27

First hit in 53.8% of 288 rounds. Won 44.5% of the rounds they struck first, 48.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG4816.7%
guardG into punchP289.7%
guardG into evade down217.3%
punchP206.9%
Ducking Low2K+G196.6%
guardG into Toe Kick2K175.9%
Side Kick3K155.2%
Side Kick3K into guardG103.5%
Toe Kick2K82.8%
Low Knuckle2P62.1%
guardG into Side Kick3K62.1%
guardG into Knee Attack6K51.7%
backdash into Double Hammer Down43P41.4%
backdash into evade up41.4%
evade down into Toe Kick2K41.4%

44 further openings account for the other 73 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 (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: 8 of 16 tests hold up
  • Jeffry: not tested (too few rounds)