VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

VIPism『稲庭飯』

  • Jeffry
  • Dural
Career matches9,276
Career win rate56.7%
Round win rate54.6%
Peak rank43
Distinct opponents156
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1960 #65 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 Blaze437,6304,3413,28956.9%
Jeffry421,31972559455.0%
Dural3932719713060.2%

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

2,148 of 2,773 rounds counted

9.9 inputs a second (592 a minute) this season. Faster than 94% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze10.16041,793
Jeffry8.8525323
Dural9.456532

By opponent's character

Lau9.5570345
Akira10.3620284
Lion9.3557124
Jacky10.0597168
Kage10.3619178
Brad9.2551168
Lei Fei9.8589142
Wolf10.764078
El Blaze10.4626101
Sarah9.7584113
Shun9.3560108
Vanessa9.959781
Pai10.361659
Eileen9.859167
Jean10.462428
Taka9.858937
Goh10.160825
Aoi9.154721
Jeffry10.361517
Dural9.05414

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

Lau102515150.0%-8.9
Akira83523162.6%+2.1
Lion56272948.2%-10.8
Jacky50292158.0%-1.5
Kage47321568.1%+6.2
Brad41251661.0%+1.1
Lei Fei40291172.5%+20.0
Wolf38241463.2%+6.8
El Blaze37241364.9%+4.2
Sarah31181358.1%-3.6
Shun30171356.7%-3.0
Vanessa2920969.0%+3.1
Pai24121250.0%-12.2
Eileen2314960.9%+2.2
Jean108280.0%+17.6
Taka106460.0%-0.9
Goh98188.9%+25.2
Aoi63350.0%-15.7
Jeffry62433.3%-37.1
Dural110100.0%+51.6

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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

Full Fence85424349.4%-12.1
Breakable Half Fence76453159.2%-2.2
Rectangle74492566.2%+8.6
Half Fence68392957.4%-4.8
Low Fence63422166.7%+7.5
Open63392461.9%+6.4
Single Wall55342161.8%+1.6
Breakable Full Fence52272551.9%-5.8
Octagon49321765.3%+4.3
Full Fence and Open3324972.7%+12.8

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
Walls40457.9%60.1%-2.1
No walls18163.5%58.7%+4.8

Walls against open: -6.9 points (95% range -15.4 to +1.5), p 0.108 — 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

jinmenusagi (Rank 42)2026/10/1739201951.3%
黒幕 (Rank 43)2026/10/1787187.5%
たまつばき (Rank 40)2026/10/09116554.5%
CrossGorgonzola (Rank 42)2026/10/09113827.3%
藤の花 (Rank 42)2026/10/0996366.7%
ハマラウ (Rank 42)2026/09/18157846.7%
硬め濃いめ少なめお米 (Rank 42)2026/09/1884450.0%
k-wofs (Rank 40)2026/09/18114736.4%
鮫島sirzima (Rank 41)2026/09/1887187.5%
ひかる (Rank 40)2026/09/17107370.0%
がっちゃん (Rank 42)2026/09/171991047.4%
亜希 (Rank 43)2026/09/11114736.4%
gucchi_1222 (Rank 43)2026/07/24147750.0%
空き缶。 (Rank 40)2026/07/24148657.1%
KA-GO (Rank 40)2026/07/15109190.0%
schwein777 (Rank 41)2026/07/02118372.7%
おかし (Rank 41)2026/07/02118372.7%
やそかみ (Rank 43)2026/06/24127558.3%
manatsu_7 (Rank 42)2026/06/24104640.0%
愛蒔らぶりVT (Rank 41)2026/06/17118372.7%
sizzlecielo (Rank 42)2026/06/1787187.5%
アヒルさんチーム (Rank 43)2026/06/17105550.0%
あむざん (Rank 43)2026/06/06126650.0%
kagesada (Rank 41)2026/06/0586275.0%
デビブル (Rank 43)2026/06/04115645.5%

Round openings

Every character

backdash into Head Smash Kick46K2549.8%
forward movement into punchP1796.9%
forward dash into throw escape1656.4%
Volcano Upper4P+K903.5%
Straight6P+K into Quick Combo6P+KP682.6%
forward movement into ElbowP+K632.4%
backdash into Demon's Tail9P+KK582.2%
High-Speed Jab46P into Shouda46PP471.8%
Shadow Strike6P461.8%
backdash into Hammer Smash46P+K451.7%
Shouda46PP into Rising Back Spin Kick46PPK401.6%
forward dash into Volcano Upper4P+K391.5%
forward dash into throwP+G341.3%
forward dash into Shadow Lance66K311.2%
evade up into Volcano Upper4P+K281.1%

336 further openings account for the other 1,399 rounds.

Counted from 628 of the 673 matches played. The rest were not pulled for openings.

El Blaze

Career
4,341–3,289 · 56.9%
This season
562 matches · 60.7%
Peak rank
43

First hit in 51.3% of 2,133 rounds. Won 57.9% of the rounds they struck first, 51.7% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 20.5% of rounds, against 12.3% in their other rounds.
  • Against Sarah: backs off first in 49.4% of rounds, against 27.1% against everyone else.
  • After opening the round before by moving in: moves in first in 35.9% of rounds, against 25.0% after anything else.
  • When ahead: attacks straight away in 33.1% of rounds, against 25.8% when level or behind.
  • Against Lau: opens with “forward dash into throw escape” in 15.1% of rounds, against 5.5% against everyone else.
  • After opening the round before with “forward dash into throw escape”: opens with “forward dash into throw escape” in 17.7% of rounds, against 5.7% after anything else.
  • After losing a round: opens with “forward dash into throw escape” in 9.7% of rounds, against 3.7% after winning one.
  • When behind: opens with “forward dash into throw escape” in 9.6% of rounds, against 4.9% when ahead or level.

How is this tested?

backdash into Head Smash Kick46K25411.9%
forward movement into punchP1677.8%
forward dash into throw escape1497.0%
Volcano Upper4P+K904.2%
Straight6P+K into Quick Combo6P+KP683.2%
forward movement into ElbowP+K633.0%
backdash into Demon's Tail9P+KK582.7%
High-Speed Jab46P into Shouda46PP472.2%
Shadow Strike6P462.1%
backdash into Hammer Smash46P+K452.1%
Shouda46PP into Rising Back Spin Kick46PPK401.9%
forward dash into Volcano Upper4P+K391.8%
forward dash into Shadow Lance66K311.4%
evade up into Volcano Upper4P+K281.3%
forward dash into throwP+G281.3%

216 further openings account for the other 985 rounds.

Counted from 517 of the 562 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
Lau24–22 · 52%8–10 · 44%too few to test
Akira30–21 · 59%11–0 · 100%too few to test
Lion13–15 · 46%5–4 · 56%too few to test
Kage17–7 · 71%11–2 · 85%too few to test
Jacky13–5 · 72%8–4 · 67%too few to test
El Blaze12–10 · 55%7–3 · 70%too few to test
Brad9–2 · 82%6–9 · 40%too few to test
Lei Fei10–8 · 56%4–2 · 67%too few to test
Vanessa7–3 · 70%4–1 · 80%too few to test
Shun6–9 · 40%3–3 · 50%too few to test
Wolf10–4 · 71%5–3 · 62%too few to test
Eileen8–2 · 80%1–3 · 25%too few to test
Sarah4–6 · 40%7–0 · 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.

45 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
725–594 · 55.0%
This season
102 matches · 56.9%
Peak rank
42

First hit in 54.1% of 416 rounds. Won 58.2% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

  • After winning a round: attacks straight away in 53.3% of rounds, against 31.5% after losing one.

How is this tested?

punchP into Double KnucklePP245.8%
Knee Push4K163.9%
Knee Push4K into punchP153.6%
backdash into Toe Kick2K153.6%
forward dash into throw escape153.6%
backdash into Scoop Kick4K+G143.4%
Torpedo Head Butt4P+K133.1%
Dash Elbow66P into Dash Elbow Upper66PP112.6%
Elbow Butt6P102.4%
Low Knuckle2P102.4%
forward movement into Double KnucklePP92.2%
evade up into Dash Elbow66P81.9%
evade up into throwP+G81.9%
Body CrushP+K61.4%
Elbow Butt6P into Elbow Hammer6PP61.4%

111 further openings account for the other 236 rounds.

Dural

Career
197–130 · 60.2%
This season
9 matches · 33.3%
Peak rank
39

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP825.0%
forward movement into One TwoPP39.4%
backdash into Soukyu46P26.2%
backdash into punch+kick+guardP+K+G26.2%
backdash into Dash Hammer Kick66K13.1%
backdash into back kick+guard4K+G13.1%
backdash into up, back, up kick+guard848K+G13.1%
crouch dash forward into Nagiharai3KP13.1%
down kick+guard2K+G13.1%
evade down into Dash Hammer Kick66K13.1%
evade down into Nagiharai3KP13.1%
evade down into Nakageri3K13.1%
evade down into down-back, down, back, down-back, back kick+guard12414K+G13.1%
evade up into Dash Hammer Kick66K13.1%
evade up into Knee Kick6K13.1%

6 further openings account for the other 6 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 (27 here; about 1.4 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: 8 of 16 tests hold up
  • Jeffry: 1 of 11 tests hold up
  • Dural: not tested (too few rounds)