VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

TheCitizenKaneOfGamers

  • Akira
Career matches1,770
Career win rate49.4%
Round win rate44.1%
Peak rank27
Distinct opponents25
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1384 #2,732 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 Blaze271,66682983749.8%
Akira22104455943.3%

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.

Inputs per second

145 of 374 rounds counted

6.7 inputs a second (403 a minute) this season. Faster than 37% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze6.7403145

By opponent's character

Sarah6.438228
Jacky6.740149
Goh7.44429
Shun6.639826
Vanessa6.739921
Wolf7.343612

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

Sarah1761135.3%-7.6
Jacky125741.7%+7.2
Goh117463.6%+22.8
Lion106460.0%+15.1
Shun95455.6%+10.1
Vanessa92722.2%-13.6
Eileen4040.0%-22.6
El Blaze4040.0%-52.0
Jeffry43175.0%+40.2
Lau4040.0%-25.2
Lei Fei4040.0%-29.5
Wolf31233.3%+10.7
Pai21150.0%+6.4

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

Breakable Full Fence1551033.3%-4.4
Low Fence1551033.3%-7.3
Full Fence136746.1%+11.5
Breakable Half Fence116554.5%+13.2
Half Fence82625.0%-4.2
Single Wall84450.0%+11.6
Full Fence and Open62433.3%-2.9
Open62433.3%-20.0
Octagon52340.0%+1.3
Rectangle220100.0%+54.6

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
Walls5442.6%37.3%+5.3
No walls2937.9%42.0%-4.1

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

NoOneSpecific (Rank 30)2026/09/186060.0%
Da-Goat-Pawn (Rank 30)2026/09/18114736.4%
Chao-One (Rank 21)2026/09/1854180.0%
GoldenBoko (Rank 29)2026/09/18440100.0%
Nomas_Tomas (Rank 32)2026/09/1731233.3%
ImGlocke (Rank 4)2026/09/17110100.0%
babo209 (Rank 26)2026/09/082020.0%
DJ_Clarknova (Rank 33)2026/09/082020.0%
Wodin (Rank 27)2026/09/08220100.0%
ThaddeusStank (Rank 21)2026/04/144040.0%
AMG-002 (Rank 21)2026/04/14110100.0%
BaebladeRIP (Rank 34)2026/04/1451420.0%
OmegaBankai (Rank 22)2026/04/0831233.3%
Glix (Rank 23)2026/04/0832166.7%
illa_NoiZe (Rank 26)2026/04/0871614.3%
OpportunestTv_YT (Rank 25)2026/04/032020.0%
Obvious_Bait_lol (Rank 21)2026/04/032020.0%
Yam (Rank 16)2026/04/03110100.0%
Drea (Rank 2)2026/04/03220100.0%
megalon7 (Rank 24)2026/03/284040.0%
󠀡󠀡 (Rank 22)2026/03/2841325.0%
Sierra6 (Rank 25)2026/03/264040.0%
Percy (Rank 24)2026/03/2632166.7%
llnylohkll (Rank 21)2026/03/26220100.0%
Spectryn (Rank 21)2026/03/26106460.0%

Round openings

Every character

backdash into guardG4010.7%
crouch dash back into evade down318.3%
crouch dash back into guardG246.4%
backdash into evade up205.3%
crouch dash back into Jouho Senshou46P143.7%
backdash into backward movement123.2%
crouch dash back82.1%
crouch dash back into Souka Housui3P+K71.9%
evade down into guardG71.9%
Low Spin Kick2K+G61.6%
backdash into Souka Housui3P+K61.6%
evade up61.6%
evade up into guardG61.6%
backdash51.3%
backward movement into guardG51.3%

117 further openings account for the other 177 rounds.

Akira

Career
45–59 · 43.3%
This season
57 matches · 35.1%
Peak rank
22

First hit in 56.1% of 228 rounds. Won 46.9% of the rounds they struck first, 37.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into evade down2711.8%
backdash into guardG2410.5%
crouch dash back into guardG198.3%
crouch dash back into Jouho Senshou46P146.1%
backdash into backward movement83.5%
crouch dash back into Souka Housui3P+K73.1%
backdash into Souka Housui3P+K62.6%
Rimon Chouchu66P41.8%
crouch dash back into Jouho Touken6P41.8%
crouch dash back into punchP41.8%
evade down into Souka Housui3P+K41.8%
backdash into evade up31.3%
crouch dash back into HoukenP+K+G31.3%
crouch dash back into Housui2P31.3%
crouch dash back into Koboku214P31.3%

74 further openings account for the other 96 rounds.

El Blaze

Career
829–837 · 49.8%
This season
36 matches · 44.4%
Peak rank
27

First hit in 58.6% of 145 rounds. Won 45.9% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1711.7%
backdash into guardG1611.0%
Low Spin Kick2K+G64.1%
crouch dash back64.1%
backdash53.5%
crouch dash back into guardG53.5%
backdash into backward movement42.8%
backward movement into guardG42.8%
crouch dash back into Low Spin Kick2K+G42.8%
crouch dash back into evade down42.8%
evade down into guardG42.8%
evade up42.8%
evade up into guardG42.8%
backdash into Toe Kick4K32.1%
crouch dash back into Demon's Tail9P+KK32.1%

45 further openings account for the other 56 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Akira: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)