VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

BokmyeonDaro

Career matches2,485
Career win rate53.0%
Round win rate49.4%
Peak rank32
Distinct opponents130
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1546 #1,699 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 Blaze322,1701,1291,04152.0%
Shun—31218712559.9%
Jeffry—31233.3%

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.

Against each character

Akira42192345.2%-0.6
Wolf41261563.4%+14.7
Jacky2181338.1%-11.5
Brad2012860.0%+7.9
Pai2071335.0%-19.5
Jeffry1911857.9%+9.4
Goh189950.0%+1.7
Aoi1771041.2%-2.3
Sarah1761135.3%-15.2
Kage137653.9%+1.5
Lion136746.1%-3.5
Lei Fei117463.6%+22.6
Eileen92722.2%-22.9
Lau95455.6%+8.9
Vanessa95455.6%+6.6
El Blaze81712.5%-36.8
Shun73442.9%-11.9
Jean660100.0%+56.2
Dural31233.3%-9.6
Taka1010.0%-56.9

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Half Fence50272354.0%+3.8
Breakable Half Fence40182245.0%-3.5
Low Fence39211853.9%+8.1
Rectangle36171947.2%-0.4
Breakable Full Fence31181358.1%+9.8
Single Wall30191163.3%+14.5
Open2281436.4%-13.7
Octagon1751229.4%-20.3
Full Fence and Open169756.2%+7.7
Full Fence114736.4%-5.8

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18548.1%48.6%-0.5
No walls9152.7%48.5%+4.3

Walls against open: -4.8 points (95% range -17.1 to +7.6), p 0.451 — 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

龍仙人【鬼手仏心】 (Rank 26)2026/04/2632166.7%
striker0123 (Rank 28)2026/04/2665183.3%
sby (Rank 27)2026/04/2653260.0%
jiwoonpk (Rank 30)2026/04/2641325.0%
zzzTekitou222zzz (Rank 30)2026/04/2661516.7%
ER_higante (Rank 29)2026/04/25550100.0%
pnt_555 (Rank 31)2026/04/2232166.7%
fixed-star_61 (Rank 29)2026/04/2242250.0%
Akishin-0313 (Rank 29)2026/04/2275271.4%
BANANA (Rank 28)2026/04/2251420.0%
danimura (Rank 31)2026/04/211861233.3%
ps-splitsecond (Rank 29)2026/04/2173442.9%
elf4sale (Rank 32)2026/04/2075271.4%
rocketopunch (Rank 28)2026/04/1754180.0%
AlicerLandeel (Rank 28)2026/04/1732166.7%
ヘニオ (Rank 32)2026/03/3154180.0%
Go!飯饌GiI (Rank 27)2026/03/3042250.0%
ファンタジオぷにお (Rank 28)2026/03/3042250.0%
junicue (Rank 32)2026/03/3082625.0%
あいりく (Rank 33)2026/03/3041325.0%
Koromo (Rank 32)2026/03/2953260.0%
nidaimebannai (Rank 34)2026/03/2951420.0%
DDaDDai (Rank 26)2026/03/2854180.0%
Iei-Taicho-0624 (Rank 27)2026/03/283030.0%
calmknight[냠냠] (Rank 31)2026/03/2852340.0%

Round openings

El Blaze

Career
1,129–1,041 · 52.0%
This season
304 matches · 48.7%
Peak rank
32

First hit in 49.5% of 1,231 rounds. Won 54.0% of the rounds they struck first, 44.9% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 26.0% of rounds, against 18.4% in their other rounds.
  • Against Jeffry: backs off first in 56.2% of rounds, against 37.6% against everyone else.
  • After opening the round before by evading: evades first in 15.4% of rounds, against 3.3% after anything else.
  • After winning a round: attacks straight away in 38.5% of rounds, against 25.0% after losing one.
  • When ahead: attacks straight away in 37.1% of rounds, against 27.7% when level or behind.
  • In round 4 or later: opens with “crouch dash forward into 6P+K Straight” in 7.2% of rounds, against 2.9% in their other rounds.
  • Against Goh: opens with “backdash into 9P+KK Demon's Tail” in 15.3% of rounds, against 5.7% against everyone else.

How is this tested?

High-Speed Jab46P into Shouda46PP1139.1%
backdash into Demon's Tail9P+KK776.2%
forward movement into punchP614.9%
Fade Roll Kick7K into forward movement504.0%
crouch dash forward into Straight6P+K504.0%
backdash into guardG362.9%
crouch dash back into guardG362.9%
crouch dash back into Demon's Tail9P+KK342.8%
Backswing Rocket1P+K into forward dash322.6%
crouch dash back into evade down322.6%
High Spin KickK+G262.1%
guardG into Backswing Rocket1P+K252.0%
guardG201.6%
crouch dash forward into evade down191.5%
High-Speed Jab46P into Flame Toe Kick46PK161.3%

193 further openings account for the other 611 rounds.

By stage type

Record against each character on walled and open stages, as El Blaze

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–13 · 38%8–10 · 44%too few to test
Wolf15–4 · 79%11–7 · 61%too few to test
Jacky5–8 · 38%3–2 · 60%too few to test
Brad5–5 · 50%6–3 · 67%too few to test
Pai6–12 · 33%1–0 · 100%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.

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 (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: 7 of 15 tests hold up