VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

Gotetsu

  • Goh
Career matches1,110
Career win rate54.5%
Round win rate47.0%
Peak rank30
Distinct opponents14
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1530 Not ranked yet: the list needs 50 matches. See 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 Blaze3090148241953.5%
Goh272091238658.9%

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

149 of 149 rounds counted

6.3 inputs a second (379 a minute) this season. Faster than 26% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh6.136694
El Blaze6.740255

By opponent's character

Akira6.538867
Kage6.337725
Jacky6.438516
Vanessa6.237412
Wolf6.136812
El Blaze6.03629
Taka5.73398

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

Akira178947.1%+1.6
Kage72528.6%-23.7
Jacky42250.0%+11.7
Vanessa31233.3%-22.0
Wolf31233.3%+6.0
El Blaze220100.0%+43.1
Taka21150.0%+21.6

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

Full Fence86275.0%+34.4
Single Wall73442.9%-6.3
Breakable Half Fence62433.3%-12.4
Open41325.0%-15.6
Rectangle41325.0%-30.0
Low Fence32166.7%+41.6
Octagon31233.3%-6.9
Full Fence and Open110100.0%+70.7

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
Walls2147.6%46.3%+1.3
No walls1442.9%41.2%+1.6

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

Grimaster (Rank 29)2026/09/252020.0%
南無 (Rank 24)2026/09/1331233.3%
滝太郎(Takitarou) (Rank 29)2026/09/02110100.0%
うめおに。 (Rank 30)2026/09/021010.0%
XsT (Rank 27)2026/07/2731233.3%
れもん@のびしろF (Rank 29)2026/07/27220100.0%
3万円CHALLENGE_TV めぐむ (Rank 31)2026/07/2732166.7%
ニトロ (Rank 32)2026/07/271010.0%
orz (Rank 30)2026/07/0431233.3%
けいすけ新宿 (Rank 24)2026/06/1995455.6%
HaseMasa (Rank 23)2026/06/19220100.0%
방가방가 (Rank 26)2026/06/192020.0%
しゅが~nsr (Rank 26)2026/06/1931233.3%
ncub5030 (Rank 30)2026/06/1131233.3%

Round openings

Every character

backdash into Karura4P+K4228.2%
Demon Dance9P+K into Demon's Tail9P+KK117.4%
Soukyu46P117.4%
Fade Roll Kick7K into forward movement74.7%
backdash into Darkness Sword43K+G53.4%
Karura4P+K42.7%
backdash into Demon's Tail9P+KK42.7%
backdash into evade down42.7%
Hiji'ate6P32.0%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G32.0%
backdash into Demon Dance9P+K32.0%
backdash into Kyousengeri46K32.0%
backdash into Volcano Upper4P+K32.0%
backdash into guardG32.0%
Backswing Rocket1P+K21.3%

35 further openings account for the other 41 rounds.

Goh

Career
123–86 · 58.9%
This season
23 matches · 43.5%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K4244.7%
Soukyu46P1111.7%
Karura4P+K44.3%
Hiji'ate6P33.2%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G33.2%
backdash into Kyousengeri46K33.2%
backdash into guardG33.2%
Tsukikage6K22.1%
punchP22.1%
throw escape22.1%
Hiji'ate6P into punchP11.1%
Kyousengeri46K11.1%
Maegeri3K into Batousatsu3KP11.1%
backdash into AgitosogiP+K11.1%
backdash into Batousatsu3KP11.1%

14 further openings account for the other 14 rounds.

El Blaze

Career
482–419 · 53.5%
This season
15 matches · 46.7%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Demon Dance9P+K into Demon's Tail9P+KK1120.0%
Fade Roll Kick7K into forward movement712.7%
backdash into Darkness Sword43K+G59.1%
backdash into Demon's Tail9P+KK47.3%
backdash into Demon Dance9P+K35.5%
backdash into Volcano Upper4P+K35.5%
backdash into evade down35.5%
Backswing Rocket1P+K23.6%
Fade Roll Kick7K23.6%
backdash into backward movement23.6%
Fade Roll Kick7K into Death Scythe Slash8K11.8%
Fade Roll Kick7K into backdash11.8%
backdash into Darkness Smash43P+K11.8%
backdash into Shadow Spin Kick4PK11.8%
crouch into Backswing Rocket1P+K11.8%

8 further openings account for the other 8 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

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