VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

peppino

Career matches3,022
Career win rate52.2%
Round win rate49.4%
Peak rank39
Distinct opponents141
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1773 #474 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 Blaze393,0221,5781,44452.2%

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

2,369 of 2,369 rounds counted

7.2 inputs a second (431 a minute) this season. Faster than 51% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze7.24312,369

By opponent's character

El Blaze7.0423302
Lau7.2433191
Jacky7.3440172
Akira7.2433148
Lion7.4444143
Aoi6.8410137
Brad7.3436130
Shun7.3440126
Jean7.5447117
Wolf7.2431118
Sarah7.2429103
Lei Fei7.2435104
Kage7.2430101
Goh7.1425104
Dural7.243183
Eileen7.142887
Pai7.142871
Jeffry6.941656
Vanessa7.444453
Taka6.740423

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

El Blaze75363948.0%+4.6
Lau50183236.0%-14.2
Jacky44251956.8%+7.2
Akira36191752.8%+3.1
Lion35251071.4%+20.8
Aoi32131940.6%-10.6
Brad32141843.8%-9.5
Shun31161551.6%+10.3
Jean2920969.0%+16.4
Wolf28151353.6%+1.1
Sarah2762122.2%-29.3
Lei Fei2681830.8%-14.6
Kage25131252.0%+1.3
Goh24141058.3%+1.5
Dural21111052.4%+3.7
Eileen2011955.0%+10.0
Pai167943.8%-2.4
Jeffry134930.8%-23.3
Vanessa138561.5%+13.4
Taka63350.0%+5.7

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

Rectangle93494452.7%+4.5
Full Fence75413454.7%+2.9
Breakable Half Fence73294439.7%-9.0
Half Fence61233837.7%-11.5
Single Wall59312852.5%+5.5
Low Fence56282850.0%-1.7
Open51232845.1%-5.2
Octagon50272354.0%+9.3
Breakable Full Fence29141548.3%-4.8
Full Fence and Open23131056.5%+10.5

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls38148.0%49.0%-1.0
No walls16649.4%49.6%-0.2

Walls against open: -0.8 points (95% range -10.5 to +9.0), p 0.879 — 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

ぱりぱり (Rank 40)2026/10/11124833.3%
ぴゅあくん (Rank 41)2026/09/24137653.9%
いくお (Rank 42)2026/09/242031715.0%
NNJ (Rank 41)2026/09/2471614.3%
manatsu_7 (Rank 41)2026/09/24161156.2%
俺様バーンズ (Rank 37)2026/09/24147750.0%
jinmenusagi (Rank 41)2026/09/1392722.2%
segaduck (Rank 35)2026/09/1374357.1%
Θ (Rank 36)2026/09/1393633.3%
LEO (Rank 35)2026/09/132015575.0%
金平糖 (Rank 41)2026/09/1073442.9%
ゲッパー (Rank 35)2026/09/1073442.9%
hsat0310 (Rank 36)2026/09/0683537.5%
DJG10159 (Rank 37)2026/09/0694544.4%
くりたろう (Rank 38)2026/09/0694544.4%
★闘将拉麵男★ (Rank 38)2026/09/0496366.7%
guigui8393 (Rank 38)2026/09/0423101343.5%
Gabaso_enemy (Rank 40)2026/09/04127558.3%
Naught (Rank 37)2026/08/2774357.1%
rocku (Rank 41)2026/08/2773442.9%
マハリータまるこ (Rank 39)2026/08/2785362.5%
marchan-87 (Rank 35)2026/08/2776185.7%
silver_spark72 (Rank 36)2026/07/2676185.7%
あをゐ (Rank 33)2026/05/2883537.5%
VF12360-PC (Rank 36)2026/05/2871614.3%

Round openings

El Blaze

Career
1,578–1,444 · 52.2%
This season
583 matches · 49.1%
Peak rank
39

First hit in 48.7% of 2,301 rounds. Won 51.5% of the rounds they struck first, 47.1% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 27.1% of rounds, against 16.8% in their other rounds.
  • Against Brad: waits first in 49.2% of rounds, against 10.7% against everyone else.
  • On Rectangle stages: attacks straight away in 74.7% of rounds, against 31.2% on the other stages.
  • After opening the round before by attacking: attacks straight away in 53.1% of rounds, against 34.4% after anything else.
  • In round 1: opens with “crouch dash back into 9P+KK Demon's Tail” in 5.1% of rounds, against 2.5% in their other rounds.
  • Against Vanessa: opens with “crouch dash back into 9P+KK Demon's Tail” in 13.2% of rounds, against 2.9% against everyone else.
  • On Rectangle stages: opens with “offensive move into evade up” in 52.8% of rounds, against 0.3% on the other stages.
  • After opening the round before with “offensive move into evade up”: opens with “offensive move into evade up” in 51.0% of rounds, against 4.9% after anything else.
  • After being hit first in the round before: opens with “offensive move into evade up” in 11.8% of rounds, against 5.9% after landing the first hit.

How is this tested?

offensive move into evade up2068.9%
Fade Roll Kick7K984.2%
Hammer Smash46P+K773.3%
crouch dash back into Demon's Tail9P+KK733.2%
backdash into Demon's Tail9P+KK672.9%
Demon Dance9P+K into Demon's Tail9P+KK632.7%
guardG into evade down512.2%
backdash into Volcano Upper4P+K492.1%
backward movement into Shadow Strike6P482.1%
guardG into Straight6P+K411.8%
evade up into Straight6P+K371.6%
evade up into Demon's Tail9P+KK351.5%
evade down into Straight6P+K331.4%
evade up into crouch dash back331.4%
Fake Roll41236P into VenusP311.3%

332 further openings account for the other 1,367 rounds.

Counted from 569 of the 583 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
El Blaze20–25 · 44%13–14 · 48%too few to test
Lau12–22 · 35%4–10 · 29%too few to test
Jacky21–15 · 58%0–0 · —too few to test
Akira13–11 · 54%4–4 · 50%too few to test
Lion9–7 · 56%10–3 · 77%too few to test
Aoi8–13 · 38%5–6 · 45%too few to test
Brad9–9 · 50%4–7 · 36%too few to test
Shun11–10 · 52%4–3 · 57%too few to test
Wolf9–6 · 60%6–6 · 50%too few to test
Sarah4–8 · 33%2–11 · 15%too few to test
Jean11–7 · 61%8–0 · 100%too few to test
Kage9–7 · 56%3–5 · 38%too few to test
Lei Fei7–11 · 39%1–4 · 20%too few to test
Dural6–8 · 43%5–2 · 71%too few to test
Eileen4–7 · 36%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.

14 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 (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: 9 of 16 tests hold up