VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

VEL

Career matches484
Career win rate55.2%
Round win rate46.7%
Peak rank25
Distinct opponents39
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1305 #3,098 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 Blaze2548426721755.2%

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

277 of 304 rounds counted

5.2 inputs a second (310 a minute) this season. Faster than 4% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze5.2310277

By opponent's character

Akira5.130746
El Blaze4.929443
Shun5.231533
Aoi5.332020
Jacky5.02987
Wolf5.633820
Goh5.432616
Jean4.627715
Pai7.042017
Kage4.728013
Lion6.03624
Brad4.92926
Lau4.42638
Lei Fei5.13069
Sarah5.23108
Taka4.12468
Jeffry4.82884

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

Akira117463.6%+17.5
El Blaze114736.4%+8.1
Shun93633.3%-10.2
Aoi52340.0%-1.7
Jacky53260.0%+10.8
Wolf51420.0%-22.8
Goh440100.0%+53.6
Jean42250.0%+14.3
Pai41325.0%-21.6
Kage31233.3%-34.2
Lion32166.7%+7.3
Brad2020.0%-47.9
Lau2020.0%-68.0
Lei Fei2020.0%-68.0
Sarah220100.0%+49.0
Taka21150.0%+22.6
Dural110100.0%+55.3
Jeffry1010.0%-29.7

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

Open136746.1%-9.2
Single Wall137653.9%+13.7
Full Fence93633.3%-5.5
Half Fence84450.0%+17.0
Low Fence82625.0%-18.9
Rectangle74357.1%+1.6
Breakable Half Fence62433.3%-25.5
Octagon63350.0%+14.1
Breakable Full Fence32166.7%+25.7

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
Walls3946.2%43.6%+2.6
No walls3444.1%46.7%-2.5

Walls against open: +5.1 points (95% range -19.5 to +29.7), p 0.685 — 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

dalmax72 (Rank 21)2026/10/1561516.7%
FLAT (Rank 21)2026/10/152020.0%
コラーゲン (Rank 26)2026/09/1232166.7%
jackgnhang (Rank 26)2026/09/0521150.0%
ILAYZA (Rank 23)2026/08/2621150.0%
hitokabe2003 (Rank 23)2026/07/25330100.0%
Wonda15426 (Rank 26)2026/07/251010.0%
CHASER (Rank 21)2026/07/252020.0%
TaKaArAsHi573 (Rank 23)2026/07/2552340.0%
shinkita (Rank 23)2026/07/251010.0%
ぼるた★TikTok配信中 (Rank 24)2026/07/2521150.0%
M&E (Rank 23)2026/07/252020.0%
みの (Rank 22)2026/07/2531233.3%
胃弱 (Rank 25)2026/07/2332166.7%
ttfour@サラしかできないw (Rank 23)2026/07/23220100.0%
失礼!スマッシュ☆彡 (Rank 26)2026/07/232020.0%
yasai (Rank 21)2026/07/22220100.0%
kimxxxtt (Rank 22)2026/07/222020.0%
HB-101 (Rank 26)2026/07/2262433.3%
hahaha (Rank 28)2026/07/222020.0%
けいすけ新宿 (Rank 25)2026/07/22220100.0%
三輪ですが@SRGM (Rank 25)2026/07/2021150.0%
manekinecogames (Rank 21)2026/05/07330100.0%
sk901 (Rank 21)2026/05/07110100.0%
我的名字叫顺溜 (Rank 21)2026/04/17110100.0%

Round openings

El Blaze

Career
267–217 · 55.2%
This season
76 matches · 44.7%
Peak rank
25

First hit in 42.7% of 281 rounds. Won 49.2% of the rounds they struck first, 46.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down4616.2%
evade up4515.9%
forward movement into punchP269.2%
backdash238.1%
backdash into Head Smash Kick46K103.5%
backdash into Shadow Lance66K93.2%
guardG82.8%
evade up into Shadow Fang6PK72.5%
forward movement into Quick HookPP72.5%
backdash into guardG62.1%
guardG into evade down62.1%
backdash into Shadow Spin Kick4PK51.8%
evade up into Shadow Strike6P51.8%
no input51.8%
Shadow Strike6P41.4%

51 further openings account for the other 71 rounds.

Counted from 71 of the 76 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 (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)