VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

tatikurami

  • Taka
  • Shun
Career matches919
Career win rate53.9%
Round win rate51.8%
Peak rank30
Distinct opponents63
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1487 #2,113 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 Blaze3075940535453.4%
Taka26159906956.6%
Shun211010.0%

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

478 of 595 rounds counted

6.4 inputs a second (382 a minute) this season. Faster than 28% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze6.4382298
Taka6.4382176
Shun6.23714

By opponent's character

Akira6.639480
Shun6.337839
Goh6.740041
Jean6.438632
Lei Fei6.538740
Aoi6.438636
Jeffry5.633622
Eileen6.337626
Sarah6.136418
Vanessa6.036324
Taka6.036221
Wolf7.041914
Jacky6.136721
Lau6.136621
Pai6.539114
Kage6.639410
Lion6.639716
Dural7.14253

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

Akira23121152.2%-3.2
Shun1651131.2%-17.8
Goh146842.9%-2.3
Jean127558.3%+13.4
Lei Fei105550.0%+9.1
Aoi95455.6%+1.9
Jeffry92722.2%-30.5
Eileen74357.1%+11.5
Sarah73442.9%-18.7
Vanessa75271.4%+24.0
Taka660100.0%+35.7
Wolf64266.7%+1.6
Jacky53260.0%+6.2
Lau53260.0%+8.1
Pai52340.0%-24.6
Kage42250.0%+14.3
Lion42250.0%+6.7
Dural1010.0%-52.5
El Blaze110100.0%+48.2

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

Rectangle25101540.0%-9.9
Low Fence2291340.9%-13.3
Octagon158753.3%+3.9
Breakable Half Fence147750.0%-1.9
Breakable Full Fence137653.9%+3.0
Full Fence118372.7%+18.9
Single Wall107370.0%+11.4
Half Fence95455.6%+3.3
Open94544.4%+8.2
Full Fence and Open75271.4%+15.5

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
Walls8751.7%50.8%+0.9
No walls4148.8%50.6%-1.8

Walls against open: +2.7 points (95% range -17.1 to +22.5), p 0.789 — 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

XiaoMing.SH (Rank 30)2026/10/1142250.0%
入れ込むかもしれない (Rank 27)2026/10/0442250.0%
clweeweelc (Rank 27)2026/09/2853260.0%
カプリッチョ (Rank 27)2026/09/2743175.0%
ぼっちエンジェル (Rank 29)2026/09/1331233.3%
弐参肆-緑捌發 (Rank 25)2026/07/3131233.3%
にすと ☆能登VF部 (Rank 27)2026/07/2651420.0%
allgonnaworkout (Rank 25)2026/07/2632166.7%
potimaru1059 (Rank 24)2026/07/23220100.0%
TERA (Rank 27)2026/07/2342250.0%
かくるる (Rank 29)2026/07/2131233.3%
dalmax72 (Rank 22)2026/07/19440100.0%
あかげら (Rank 23)2026/07/1932166.7%
omuretukun (Rank 22)2026/07/1974357.1%
e4r (Rank 22)2026/07/0232166.7%
kobaman (Rank 27)2026/06/274040.0%
mitorakujo (Rank 26)2026/06/1732166.7%
南部の釣れないルアー (Rank 30)2026/06/0431233.3%
cyomiko (Rank 29)2026/05/25440100.0%
yuzu (Rank 27)2026/05/2542250.0%
MikuMartineau (Rank 30)2026/05/2052340.0%
おむすび山▲かずkaz_kcj (Rank 30)2026/05/164040.0%
elf4sale (Rank 27)2026/05/103030.0%
drnneb75 (Rank 25)2026/05/0832166.7%
ヘニオ (Rank 30)2026/05/0542250.0%

Round openings

Every character

up-back kick+guard7K+G315.6%
Back Knuckle4P into Shadow Spin Kick4PK254.5%
backdash into Darkness Sword43K+G234.2%
crouch into Shita Harite2P213.8%
crouch into Sit Jab2P203.6%
backdash into evade up183.3%
forward movement into punchP152.7%
Demon Dance9P+K into Demon's Tail9P+KK142.5%
Morotezuki66P into Morote Tsuppari66PP142.5%
up, up-back kick+guard87K+G142.5%
Shadow Strike6P132.4%
Shita Harite2P132.4%
backdash into Shadow Spin Kick4PK122.2%
Shouda46PP into Rising Back Spin Kick46PPK101.8%
guardG101.8%

151 further openings account for the other 298 rounds.

Counted from 141 of the 151 matches played. The rest were not pulled for openings.

El Blaze

Career
405–354 · 53.4%
This season
107 matches · 47.7%
Peak rank
30

First hit in 49.1% of 371 rounds. Won 45.6% of the rounds they struck first, 51.9% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

up-back kick+guard7K+G318.4%
Back Knuckle4P into Shadow Spin Kick4PK256.7%
backdash into Darkness Sword43K+G236.2%
crouch into Sit Jab2P205.4%
Demon Dance9P+K into Demon's Tail9P+KK143.8%
up, up-back kick+guard87K+G143.8%
Shadow Strike6P133.5%
backdash into Shadow Spin Kick4PK123.2%
Shouda46PP into Rising Back Spin Kick46PPK102.7%
Shadow Spear6K92.4%
Sit Jab2P92.4%
guardG92.4%
backdash into evade up82.2%
backdash into Volcano Upper4P+K71.9%
crouch into Low Spin Kick2K+G61.6%

95 further openings account for the other 161 rounds.

Counted from 97 of the 107 matches played. The rest were not pulled for openings.

Taka

Career
90–69 · 56.6%
This season
43 matches · 60.5%
Peak rank
26

First hit in 58.0% of 176 rounds. Won 57.8% of the rounds they struck first, 55.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Shita Harite2P2111.9%
Morotezuki66P into Morote Tsuppari66PP148.0%
Shita Harite2P137.4%
backdash into evade up105.7%
forward movement into punchP95.1%
Hiji'ate6P74.0%
Kachi'age33P+K52.8%
backdash into Yoko Harite4P52.8%
backward movement into Hiji'ate6P52.8%
kickK52.8%
Aka'oni MidaremageP+K42.3%
punchP into Tsuppari 2PP42.3%
Mawashi Harite44P31.7%
Morotezuki66P31.7%
Shita Harite2P into backdash31.7%

47 further openings account for the other 65 rounds.

Shun

Career
0–1 · 0.0%
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shoushi Outeki1P+K125.0%
evade up into Asen Kaikyaku44K125.0%
forward movement into punchP125.0%
punchP into evade down125.0%

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 (12 here; about 0.6 would come up by chance alone before the correction).

Tests behind each character's list

  • El Blaze: 0 of 12 tests hold up
  • Taka: not tested (too few rounds)
  • Shun: not tested (too few rounds)