VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

b4i4radoslav|xliiv

  • Goh
Career matches6,164
Career win rate62.2%
Round win rate53.1%
Peak rank42
Distinct opponents148
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1803 #367 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 Blaze424,7613,0601,70164.3%
Goh341,40377762655.4%

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

3,508 of 4,666 rounds counted

6.5 inputs a second (393 a minute) this season. Faster than 32% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze6.63972,686
Goh6.3379822

By opponent's character

Shun6.5392628
Sarah6.5390424
Akira6.6396440
Lion6.7400342
Jacky6.7404273
Aoi6.5390129
Goh6.4385177
Taka6.6397167
Jeffry6.6398103
Lau6.639868
Kage6.3380122
Brad6.337996
El Blaze6.6397123
Jean6.639666
Pai6.538882
Lei Fei6.136374
Wolf6.538878
Dural6.841073
Eileen6.136613
Vanessa6.538930

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

Shun1817410740.9%-2.7
Sarah151787351.7%+2.5
Akira142905263.4%+6.7
Lion96405641.7%-15.7
Jacky85572867.1%+7.3
Aoi71323945.1%-0.8
Goh71432860.6%+0.7
Taka50292158.0%-5.3
Jeffry43301369.8%+1.9
Lau36181850.0%+5.4
Kage35221362.9%-7.9
Brad3425973.5%+2.9
El Blaze30161453.3%+4.8
Jean30181260.0%-1.7
Pai3028293.3%+16.1
Lei Fei26101638.5%-26.9
Wolf25151060.0%-0.2
Dural1912763.2%+18.6
Eileen108280.0%-4.3
Vanessa86275.0%+4.6

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 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 Fence148757350.7%+3.4
Octagon144846058.3%+0.1
Single Wall122685455.7%-3.0
Breakable Half Fence121655653.7%-7.5
Breakable Full Fence119625752.1%-1.8
Open110723865.5%+5.6
Rectangle106604656.6%-2.1
Half Fence102574555.9%+3.7
Low Fence101524951.5%-0.2
Full Fence and Open62323051.6%+3.8

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
Walls74054.5%55.0%-0.5
No walls33357.7%57.0%+0.6

Walls against open: -1.2 points (95% range -7.5 to +5.1), p 0.715 — 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

jubbjubb767Europe (Rank 30)2026/10/1576443257.9%
NeoSlayer92 (Rank 43)2026/10/102442016.7%
Denki04 (Rank 38)2026/10/10145935.7%
Mo_superb (Rank 37)2026/10/09113827.3%
Espiro (Rank 30)2026/10/052014670.0%
kila_kam (Rank 31)2026/09/27133676650.4%
NaughtNaught (Rank 33)2026/09/2427151255.6%
ShunD'ia (Rank 43)2026/09/16140528837.1%
RagingMARS (Rank 40)2026/09/1533181554.5%
arikbo1 (Rank 28)2026/09/151511473.3%
Rodryu (Rank 37)2026/09/1428171160.7%
[MegaPint]AkiruDiCapriu (Rank 40)2026/09/10116554.5%
nadol90 (Rank 36)2026/09/0339261366.7%
brogasaurusrex (Rank 33)2026/08/3124131154.2%
KryeandtheFamilyStone (Rank 41)2026/08/3060303050.0%
Kamille★結城武館 (Rank 45)2026/08/23148657.1%
Smashquatch (Rank 31)2026/08/212215768.2%
Brolly727 (Rank 32)2026/08/192415962.5%
Ac (Rank 36)2026/08/171771041.2%
THR (Rank 34)2026/08/0225131252.0%
natsoutw (Rank 35)2026/07/251731417.6%
optimusuk (Rank 39)2026/06/201810855.6%
{*D.S*}gizmo_kingo (Rank 45)2026/05/102962320.7%
Taro_Pietro (Rank 33)2026/05/09124833.3%
emarcue (Rank 34)2026/05/07135838.5%

Round openings

Every character

Sit Jab2P2525.9%
backdash into evade down2205.2%
Demon Dance9P+K into Demon's Tail9P+KK1704.0%
backdash into High-Speed Jab46P1453.4%
Sune'uchi2P1022.4%
backdash into Jumping Hammer Knuckle8P+K942.2%
guardG942.2%
backdash into evade up862.0%
punchP821.9%
forward dash into evade up781.8%
backdash into Darkness Smash43P+K761.8%
backdash into Rising Back Spin Kick46PPK741.7%
guardG into evade down721.7%
evade down681.6%
evade up631.5%

493 further openings account for the other 2,574 rounds.

Counted from 1,064 of the 1,173 matches played. The rest were not pulled for openings.

El Blaze

Career
3,060–1,701 · 64.3%
This season
831 matches · 55.6%
Peak rank
42

First hit in 47.5% of 3,219 rounds. Won 54.1% of the rounds they struck first, 52.2% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 36.0% of rounds, against 19.6% in their other rounds.
  • Against Sarah: attacks straight away in 35.5% of rounds, against 23.4% against everyone else.
  • On Rectangle stages: evades first in 17.1% of rounds, against 9.6% on the other stages.
  • After opening the round before by moving in: moves in first in 27.6% of rounds, against 16.8% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 22.9% of rounds, against 17.4% after anything else.
  • After winning a round: waits first in 9.7% of rounds, against 5.1% after losing one.
  • When ahead: waits first in 9.5% of rounds, against 6.3% when level or behind.
  • In round 4 or later: opens with “backdash into 8P+K Jumping Hammer Knuckle” in 4.8% of rounds, against 2.2% in their other rounds.
  • Against Lion: opens with “backdash into 8P+K Jumping Hammer Knuckle” in 18.7% of rounds, against 1.5% against everyone else.
  • After opening the round before with “backdash into evade down”: opens with “backdash into evade down” in 17.2% of rounds, against 3.9% after anything else.
  • After losing a round: opens with “9P+K Demon Dance into 9P+KK Demon's Tail” in 7.7% of rounds, against 3.8% after winning one.
  • When behind: opens with “9P+K Demon Dance into 9P+KK Demon's Tail” in 7.9% of rounds, against 4.7% when ahead or level.

How is this tested?

Sit Jab2P2527.8%
Demon Dance9P+K into Demon's Tail9P+KK1705.2%
backdash into High-Speed Jab46P1454.5%
backdash into evade down1394.3%
backdash into Jumping Hammer Knuckle8P+K942.9%
backdash into Darkness Smash43P+K762.3%
backdash into Rising Back Spin Kick46PPK742.3%
forward dash into evade up732.2%
guardG672.1%
forward dash into Middle Kick3K581.8%
punchP561.7%
evade down551.7%
evade up551.7%
backdash into evade up491.5%
guardG into evade down451.4%

359 further openings account for the other 1,843 rounds.

Counted from 812 of the 831 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
Shun34–56 · 38%23–20 · 53%too few to test
Sarah38–24 · 61%23–19 · 55%too few to test
Akira39–14 · 74%12–14 · 46%too few to test
Lion15–19 · 44%8–10 · 44%too few to test
Aoi20–26 · 43%1–8 · 11%too few to test
Jacky30–13 · 70%8–2 · 80%too few to test
Goh20–15 · 57%5–1 · 83%too few to test
Lau9–9 · 50%8–7 · 53%too few to test
Jeffry11–5 · 69%11–5 · 69%too few to test
El Blaze10–11 · 48%4–3 · 57%too few to test
Kage12–7 · 63%0–2 · 0%too few to test
Taka7–5 · 58%3–3 · 50%too few to test
Wolf8–9 · 47%2–0 · 100%too few to test
Brad9–2 · 82%7–2 · 78%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.

19 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?

Goh

Career
777–626 · 55.4%
This season
342 matches · 55.3%
Peak rank
34

First hit in 53.2% of 986 rounds. Won 52.6% of the rounds they struck first, 49.7% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 30.6% of rounds, against 16.6% in their other rounds.
  • After winning a round: waits first in 20.2% of rounds, against 11.3% after losing one.
  • When ahead: moves in first in 16.4% of rounds, against 9.6% when level or behind.
  • In round 1: opens with “2P Sune'uchi” in 15.9% of rounds, against 8.3% in their other rounds.
  • After opening the round before with “2P Sune'uchi”: opens with “2P Sune'uchi” in 21.7% of rounds, against 6.6% after anything else.

How is this tested?

Sune'uchi2P10210.2%
backdash into evade down818.1%
backdash into Soukyu46P484.8%
backdash into Karura4P+K454.5%
backdash into evade up373.7%
guardG into evade up282.8%
guardG272.7%
guardG into evade down272.7%
backdash into kickK262.6%
punchP262.6%
Ni'oudaoshi3K+G212.1%
backdash into Sune Kudaki43P212.1%
guardG into Sune'uchi2P212.1%
crouch dash forward into guardG171.7%
forward dash into Kurogane Kudaki66P171.7%

172 further openings account for the other 455 rounds.

Counted from 252 of the 342 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Goh

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira20–18 · 53%9–3 · 75%too few to test
Lion6–13 · 32%2–2 · 50%too few to test
Sarah3–12 · 20%1–7 · 12%too few to test
Goh3–5 · 38%9–4 · 69%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.

90 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 (33 here; about 1.7 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: 12 of 18 tests hold up
  • Goh: 5 of 15 tests hold up