VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

SICHIROUJI

Career matches8,394
Career win rate44.4%
Round win rate47.8%
Peak rank28
Distinct opponents393
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1394 #2,678 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 Blaze288,3943,7254,66944.4%

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

3,133 of 3,799 rounds counted

10.5 inputs a second (628 a minute) this season. Faster than 97% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze10.56283,133

By opponent's character

Akira10.6639512
Goh10.4626293
Sarah10.1604231
Jacky10.6635247
Aoi10.4623234
Wolf10.4625245
Pai10.6633141
Jeffry10.7644198
Lion10.0600167
Kage11.0663105
Jean9.9597103
Lau10.5633111
Shun10.5629123
Lei Fei10.7641120
El Blaze10.261596
Vanessa9.456643
Eileen10.864658
Taka10.663451
Brad10.864950
Dural9.25505

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

Akira156698744.2%-4.7
Goh80453556.2%+10.3
Sarah71333846.5%-3.5
Jacky67283941.8%-0.3
Aoi66363054.5%+4.2
Wolf66293743.9%-1.4
Pai64323250.0%+3.8
Jeffry59302950.9%+2.9
Lion49202940.8%-8.9
Kage43212248.8%+3.1
Jean38191950.0%+6.6
Lau37162143.2%+4.3
Shun36122433.3%-8.4
Lei Fei32171553.1%+3.7
El Blaze28171160.7%+7.3
Vanessa1741323.5%-17.6
Eileen157846.7%-0.6
Taka147750.0%-3.5
Brad1331023.1%-15.6
Dural31233.3%-9.8

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 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

Rectangle107545350.5%+5.8
Half Fence104515349.0%+3.3
Single Wall102544852.9%+7.3
Low Fence99376237.4%-8.4
Open95365937.9%-12.1
Octagon92395342.4%-5.5
Breakable Half Fence90464451.1%+5.6
Breakable Full Fence89424747.2%+1.5
Full Fence88464252.3%+3.8
Full Fence and Open42202247.6%+0.8

0 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
Walls57048.8%46.5%+2.2
No walls29642.9%46.7%-3.8

Walls against open: +6.0 points (95% range -1.2 to +13.3), p 0.104 — 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

Jyuryoku_Eileen (Rank 26)2026/10/17105550.0%
camelvf (Rank 27)2026/10/1685362.5%
GWO (Rank 25)2026/10/1674357.1%
a_h_i_k_o (Rank 28)2026/10/16130130.0%
allgonnaworkout (Rank 28)2026/08/3072528.6%
CELIS (Rank 28)2026/08/308080.0%
銀 (Rank 28)2026/08/2883537.5%
6132da (Rank 24)2026/08/271713476.5%
NEKOz (Rank 27)2026/08/2594544.4%
a-week-away (Rank 29)2026/08/25107370.0%
乃木ぽん@こてつ.kuma (Rank 26)2026/08/2472528.6%
spiral (Rank 23)2026/08/2486275.0%
こて (Rank 27)2026/08/2364266.7%
okb@j>おーけーびー (Rank 29)2026/08/0282625.0%
ぽん (Rank 24)2026/07/2875271.4%
TaKaArAsHi573 (Rank 24)2026/07/281412285.7%
drnneb75 (Rank 28)2026/06/2272528.6%
kobaman (Rank 25)2026/06/212215768.2%
じゃきぱい (Rank 21)2026/06/2012120100.0%
エルグランド (Rank 39)2026/05/21131127.7%
방가방가햄토리 (Rank 24)2026/05/2194544.4%
OgreAunt (Rank 29)2026/05/1994544.4%
maripon (Rank 28)2026/05/1875271.4%
wh-ida2 (Rank 22)2026/05/1295455.6%
Ishmokin (Rank 21)2026/05/101210283.3%

Round openings

El Blaze

Career
3,725–4,669 · 44.4%
This season
954 matches · 46.8%
Peak rank
28

First hit in 41.0% of 3,626 rounds. Won 51.6% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 51.7% of rounds, against 32.6% in their other rounds.
  • Against Lau: moves in first in 12.2% of rounds, against 4.1% against everyone else.
  • After opening the round before by evading: evades first in 43.5% of rounds, against 25.6% after anything else.
  • After losing a round: evades first in 41.9% of rounds, against 22.8% after winning one.
  • When behind: evades first in 44.4% of rounds, against 24.9% when ahead or level.
  • In round 4 or later: opens with “backdash into 6P+K+G Rocket Discharge” in 4.5% of rounds, against 1.2% in their other rounds.
  • Against Taka: opens with “6P+K Straight into 6P+KP Quick Combo” in 17.8% of rounds, against 3.7% against everyone else.
  • After opening the round before with “evade up into crouch dash forward”: opens with “evade up into crouch dash forward” in 10.1% of rounds, against 3.1% after anything else.
  • After winning a round: opens with “46P High-Speed Jab into 46PP Shouda” in 9.5% of rounds, against 4.1% after losing one.
  • When behind: opens with “evade up into crouch dash forward” in 5.0% of rounds, against 2.3% when ahead or level.

How is this tested?

High-Speed Jab46P into Shouda46PP2095.7%
evade up into crouch dash forward1474.0%
Straight6P+K into Quick Combo6P+KP1433.9%
Drop Kick9K into forward dash852.3%
backdash into Rocket Discharge6P+K+G752.1%
evade up into Spinning Thrust Kick3K+G711.9%
offensive move691.9%
evade up into Head Smash Kick46K651.8%
kickK621.7%
evade up into throwP+G571.6%
evade up into Volcano Upper4P+K551.5%
punchP541.5%
evade up into Overtune Blow3P+K511.4%
backdash into Darkness Sword43K+G461.3%
evade up into Drop Kick9K461.3%

430 further openings account for the other 2,408 rounds.

Counted from 913 of the 954 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
Akira41–50 · 45%22–22 · 50%-5.4
Goh31–20 · 61%9–14 · 39%too few to test
Sarah16–18 · 47%12–15 · 44%too few to test
Jacky15–21 · 42%10–14 · 42%too few to test
Pai13–17 · 43%14–14 · 50%too few to test
Aoi25–17 · 60%7–11 · 39%too few to test
Jeffry16–17 · 48%10–9 · 53%too few to test
Wolf11–20 · 35%9–9 · 50%too few to test
Lion13–14 · 48%6–13 · 32%too few to test
Kage12–13 · 48%6–5 · 55%too few to test
Jean9–13 · 41%7–5 · 58%too few to test
Shun11–12 · 48%1–9 · 10%too few to test
Lau9–10 · 47%3–6 · 33%too few to test
Lei Fei13–8 · 62%4–5 · 44%too few to test
El Blaze12–7 · 63%4–2 · 67%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

41 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 (17 here; about 0.9 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: 10 of 17 tests hold up