VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

Handive

  • Jeffry
  • Goh
  • Dural
  • Taka
  • Jean
  • Wolf
  • Vanessa
Career matches5,197
Career win rate51.9%
Round win rate50.2%
Peak rank36
Distinct opponents300
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1544 #1,711 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 Blaze362,7201,4181,30252.1%
Jeffry3090247342952.4%
Dural3253728725053.5%
Goh2741219421847.1%
Jean2736918218749.3%
Taka272041069852.0%
Vanessa2650341668.0%
Wolf2632166.7%

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

2,813 of 3,331 rounds counted

6.2 inputs a second (372 a minute) this season. Faster than 23% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze6.53901,831
Jeffry5.4324441
Goh5.8351229
Dural6.036080
Taka5.8350171
Jean6.035739
Wolf5.533315
Vanessa5.93547

By opponent's character

Wolf6.1369351
Jacky6.6397309
Akira6.1367192
El Blaze5.9354234
Jean6.1364210
Pai6.3376173
Kage6.2370166
Goh5.9354139
Brad6.6396154
Lau6.1367105
Jeffry6.2372119
Lion6.3379104
Shun5.9355126
Aoi5.935299
Lei Fei6.539286
Vanessa6.338163
Sarah6.036048
Taka6.438572
Dural6.941434
Eileen5.834829

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

Wolf94524255.3%+4.5
Jacky83443953.0%+7.7
Akira63293446.0%-9.1
El Blaze63342954.0%-2.3
Jean56253144.6%-3.9
Pai50272354.0%+0.8
Kage49232646.9%+0.1
Goh44261859.1%+12.2
Brad42222052.4%+3.4
Lau40211952.5%+6.0
Jeffry37172046.0%-6.8
Lion36171947.2%+2.6
Shun36132336.1%-15.5
Aoi26151157.7%+5.0
Lei Fei2381534.8%-14.5
Vanessa23121152.2%+0.2
Sarah1813572.2%+15.0
Taka1871138.9%-12.1
Dural84450.0%-0.3
Eileen72528.6%-23.4

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 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

Single Wall106525449.1%-2.7
Octagon90424846.7%-3.8
Breakable Half Fence88434548.9%+2.0
Half Fence86355140.7%-10.9
Open76403652.6%+1.8
Rectangle73423157.5%+9.9
Breakable Full Fence70492170.0%+20.6
Full Fence68373154.4%+1.4
Low Fence68333548.5%-2.8
Full Fence and Open38172144.7%-6.7

1 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls47552.2%49.9%+2.3
No walls25050.0%51.2%-1.2

Walls against open: +3.5 points (95% range -4.9 to +11.8), p 0.413 — 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

マクシミリアン15世 (Rank 33)2026/10/1763350.0%
Sore (Rank 37)2026/10/1774357.1%
オムレツハンター© (Rank 31)2026/10/1795455.6%
俺様バーンズ (Rank 37)2026/10/1062433.3%
poteto (Rank 35)2026/10/10146842.9%
[VirtuAnalytics]SuperGolden (Rank 24)2026/10/0572528.6%
Phrazes_For_The_Young (Rank 34)2026/10/04137653.9%
チーム拓る マーウォ (Rank 33)2026/10/0283537.5%
cokeshi (Rank 29)2026/09/30104640.0%
zakisan (Rank 38)2026/09/2474357.1%
★闘将拉麵男★ (Rank 37)2026/09/2484450.0%
fwnd1396 (Rank 32)2026/09/24880100.0%
nidaimebannai (Rank 38)2026/09/1764266.7%
hsat0310 (Rank 36)2026/09/1696366.7%
PIECE-Estate66 (Rank 31)2026/09/1576185.7%
VF12360-PC (Rank 39)2026/09/1583537.5%
役小角 (Rank 31)2026/09/1586275.0%
Laphroaig10 (Rank 37)2026/09/0873442.9%
風閃刃 (Rank 39)2026/09/0892722.2%
インド人を右に (Rank 33)2026/08/3071614.3%
デネ (Rank 41)2026/07/3091811.1%
juste (Rank 28)2026/07/2572528.6%
きてぃ☆ (Rank 31)2026/07/2474357.1%
カミナリおやじ (Rank 31)2026/07/2361516.7%
躑躅 (Rank 34)2026/07/201431121.4%

Round openings

Every character

Fade Roll Kick7K73724.1%
Shadow Spear6K into forward movement2036.6%
punchP1344.4%
Demon Dance9P+K into Demon's Tail9P+KK1274.2%
Sit Jab2P1274.2%
Knee Push4K into Knee Push Wild Hook4KP1033.4%
Fade Roll Kick7K into forward movement662.1%
Shadow Spear6K591.9%
Karura4P+K501.6%
Low Knuckle431.4%
evade up421.4%
Ducking Low2K+G381.2%
up-back kick7K371.2%
crouch dash back321.0%
Sit Jab2P into forward dash280.9%

343 further openings account for the other 1,237 rounds.

Counted from 747 of the 814 matches played. The rest were not pulled for openings.

El Blaze

Career
1,418–1,302 · 52.1%
This season
542 matches · 52.2%
Peak rank
36

First hit in 44.9% of 2,043 rounds. Won 52.6% of the rounds they struck first, 49.7% of the rounds they were struck first.

Significant Tells

  • Against Shun: evades first in 19.7% of rounds, against 4.1% against everyone else.
  • After opening the round before by evading: evades first in 25.0% of rounds, against 4.6% after anything else.
  • In round 1: opens with “6K Shadow Spear into forward movement” in 15.7% of rounds, against 8.0% in their other rounds.
  • Against El Blaze: opens with “9P+K Demon Dance into 9P+KK Demon's Tail” in 18.4% of rounds, against 5.2% against everyone else.
  • On Full Fence stages: opens with “7K Fade Roll Kick” in 51.4% of rounds, against 33.5% on the other stages.
  • After opening the round before with “7K Fade Roll Kick”: opens with “7K Fade Roll Kick” in 44.2% of rounds, against 29.0% after anything else.

How is this tested?

Fade Roll Kick7K73735.8%
Shadow Spear6K into forward movement2039.8%
Demon Dance9P+K into Demon's Tail9P+KK1276.2%
Sit Jab2P1276.2%
punchP824.0%
Fade Roll Kick7K into forward movement663.2%
Shadow Spear6K592.9%
crouch dash back311.5%
Sit Jab2P into forward dash281.4%
evade down into High Spin KickK+G241.2%
offensive move231.1%
Fade Roll Kick7K into forward dash221.1%
Fade Roll Kick7K into guardG221.1%
Backswing Rocket1P+K190.9%
Sit Jab2P into Shadow Spear6K190.9%

142 further openings account for the other 471 rounds.

Counted from 504 of the 542 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
Jacky23–16 · 59%13–15 · 46%too few to test
Wolf18–9 · 67%5–6 · 45%too few to test
Kage10–13 · 43%5–4 · 56%too few to test
El Blaze14–6 · 70%9–7 · 56%too few to test
Akira7–7 · 50%7–6 · 54%too few to test
Jean6–11 · 35%3–7 · 30%too few to test
Lau8–9 · 47%5–2 · 71%too few to test
Pai14–7 · 67%2–5 · 29%too few to test
Brad12–9 · 57%2–1 · 67%too few to test
Jeffry8–8 · 50%3–4 · 43%too few to test
Goh9–4 · 69%7–1 · 88%too few to test
Lion8–7 · 53%3–2 · 60%too few to test
Shun4–10 · 29%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.

38 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
473–429 · 52.4%
This season
115 matches · 50.4%
Peak rank
30

First hit in 54.6% of 445 rounds. Won 51.0% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Knee Push4K into Knee Push Wild Hook4KP10323.1%
Ducking Low2K+G388.5%
Low Knuckle2P327.2%
punchP317.0%
up-back kick7K306.7%
crouch into Low Knuckle2P245.4%
Knee Push4K163.6%
evade down92.0%
Low Knuckle2P into crouch61.4%
Middle Hell Stab6P+K61.4%
down-back kick1K61.4%
evade up into Ducking Low2K+G61.4%
punchP into crouch dash forward61.4%
punchP into evade down61.4%
guardG51.1%

70 further openings account for the other 121 rounds.

Counted from 110 of the 115 matches played. The rest were not pulled for openings.

Dural

Career
287–250 · 53.5%
This season
51 matches · 45.1%
Peak rank
32

First hit in 53.7% of 201 rounds. Won 51.9% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up2512.4%
evade up into kickK199.4%
punchP into Punch High KickPK199.4%
down, down-forward, forward punch+kick236P+K168.0%
Stop Kick4K into forward movement157.5%
Low Knuckle2P115.5%
punchP94.5%
Slant Back Knuckle1P into High Spin Kick1PK73.5%
back, down-back, down, down-forward, forward punch+kick41236P+K63.0%
offensive move52.5%
down-forward punch+kick3P+K into guardG42.0%
punchP into evade down42.0%
Nakageri3K into Nagiharai3KP31.5%
Somersault Kick7K into Somersault Zwei7KK31.5%
crouch into Nagiharai3KP31.5%

42 further openings account for the other 52 rounds.

Taka

Career
106–98 · 52.0%
This season
39 matches · 46.1%
Peak rank
27

First hit in 50.3% of 157 rounds. Won 54.4% of the rounds they struck first, 43.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Agyou4P+K+G2113.3%
Shita Harite2P1710.8%
Ao'oni Midaremage214P+K95.7%
Tsuyubarai2P+K into Tsuyubarai 22P+KP85.1%
punchP63.8%
evade up into Tsuyubarai 22P+KP53.2%
Hiji'ate6P42.5%
crouch into Shita Harite2P42.5%
guardG into Aka'oni MidaremageP+K42.5%
evade down31.9%
evade up31.9%
guardG31.9%
guardG into crouch31.9%
kickK31.9%
KaminaridaikoK+G21.3%

50 further openings account for the other 63 rounds.

Counted from 35 of the 39 matches played. The rest were not pulled for openings.

Goh

Career
194–218 · 47.1%
This season
55 matches · 40.0%
Peak rank
27

First hit in 45.8% of 144 rounds. Won 47.0% of the rounds they struck first, 42.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Karura4P+K5034.5%
Sune'uchi2P1611.0%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G1510.3%
punchP64.1%
up-back kick7K53.5%
Ni'oudaoshi3K+G into throwP+G42.8%
Hiji'ate6P32.1%
Ni'oudaoshi3K+G32.1%
Sune Kudaki43P32.1%
Sune'uchi2P into backward movement32.1%
Tsukikage6K32.1%
guardG into throw escape32.1%
Tengusatsu9K+G21.4%
backdash into guardG21.4%
evade up21.4%

24 further openings account for the other 25 rounds.

Counted from 35 of the 55 matches played. The rest were not pulled for openings.

Jean

Career
182–187 · 49.3%
This season
9 matches · 55.6%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Nozuchi1P+K615.4%
evade up into kickK615.4%
Shitamaeken2P37.7%
Shitamaeken2P into crouch37.7%
punchP into Maeken~Joudan MawashigeriPK37.7%
Shitanagi Shutou1P25.1%
punchP into crouch25.1%
Hangetsu NirenzukiP+K12.6%
Hizageri4K into Kousenshu4KP12.6%
Nozuchi1P+K into guardG12.6%
Shitamaeken2P into Hizageri4K12.6%
Shitamaeken2P into Nozuchi1P+K12.6%
Shitamaeken2P into punchP12.6%
Yamakuzushi6K12.6%
Yoko'enpi6P12.6%

6 further openings account for the other 6 rounds.

Wolf

Career
2–1 · 66.7%
This season
3 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Hammer2P into punchP213.3%
up-back kick7K213.3%
Low Hammer2P16.7%
Low Hammer2P into Knuckle Part1PP16.7%
Low Hammer2P into evade down16.7%
Low Hammer2P into forward dash16.7%
Savate4K16.7%
Savate4K into crouch16.7%
Screw Hook63214P into Screw Lariat63214PP16.7%
Short Shoulder46P+K16.7%
down-back kick1K16.7%
punchP into Jab StraightPP16.7%
punchP into throwP+G16.7%

Not counted here: Vanessa. Their matches 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 (31 here; about 1.6 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: 6 of 16 tests hold up
  • Jeffry: 0 of 15 tests hold up
  • Dural: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Wolf: not tested (too few rounds)