VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

DeadlyRave-Neo

  • Jeffry
  • Jean
Career matches2,583
Career win rate42.3%
Round win rate43.9%
Peak rank24
Distinct opponents27
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1384 #2,731 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 Blaze241,46969977047.6%
Jeffry2270227243038.8%
Lei Fei—41012029029.3%
Jean2121150.0%

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

130 of 415 rounds counted

5.1 inputs a second (304 a minute) this season. Faster than 3% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze5.231126
Jeffry4.929392
Jean6.337712

By opponent's character

Kage5.734421
Goh4.728132
Pai5.130715
Brad4.828828
Jacky5.231123
Akira4.52723
El Blaze5.63368

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

Wolf1641225.0%-8.6
Kage146842.9%+7.4
Goh1210283.3%+42.7
Pai112918.2%-39.9
Brad91811.1%-0.9
Vanessa9090.0%-39.9
Jacky84450.0%+12.5
Jean52340.0%-18.1
Lion42250.0%+27.0
Lei Fei31233.3%+2.3
Shun32166.7%+9.9
Akira21150.0%+12.3
El Blaze2020.0%-14.1
Lau220100.0%+57.4
Sarah220100.0%+19.4
Eileen110100.0%+9.2

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

Open1851327.8%-13.6
Half Fence1661037.5%-5.0
Breakable Full Fence137653.9%+18.4
Rectangle137653.9%+18.8
Single Wall135838.5%-17.6
Full Fence83537.5%+5.0
Low Fence72528.6%-11.2
Breakable Half Fence62433.3%+1.1
Octagon4040.0%-12.6

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
Walls6041.7%35.8%+5.8
No walls3831.6%44.1%-12.5

Walls against open: +18.3 points (95% range -5.1 to +41.8), p 0.126 — 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

KARS215 (Rank 24)95455.6%
coffeedeliveryfemboy (Rank 23)9090.0%
Xtron2112 (Rank 21)86275.0%
tx_tofu (Rank 25)82625.0%
Johnnny_E_ (Rank 35)71614.3%
fivey70 (Rank 24)72528.6%
AV9423 (Rank 27)51420.0%
Zxo (Rank 22)52340.0%
ErasedName (Rank 27)42250.0%
Tamburlaine (Rank 22)440100.0%
UltraSeBassツ (Rank 34)4040.0%
vs...[UNKNOWN] (Rank 16)4040.0%
BigBoss (Rank 12)31233.3%
LuBuMBX (Rank 26)31233.3%
bighorny (Rank 26)31233.3%
phantom (Rank 12)32166.7%
AtariMode07 (Rank 22)21150.0%
Eddy (Rank 2)220100.0%
PunkDriftR (Rank 29)2020.0%
lilpuncake123 (Rank 26)2020.0%
rjsicklau12 (Rank 24)220100.0%
yumishi (Rank 11)220100.0%
Clipz4Reelz (Rank 16)110100.0%
Setsuna_X (Rank 40)1010.0%
TrashBuddy42 (Rank 2)110100.0%

Most played opponents, most recent first

LuBuMBX (Rank 26)2026/07/1631233.3%
Eddy (Rank 2)2026/07/16220100.0%
Johnnny_E_ (Rank 35)2026/07/1671614.3%
lilpuncake123 (Rank 26)2026/07/162020.0%
Xtron2112 (Rank 21)2026/07/1686275.0%
BigBoss (Rank 12)2026/07/1631233.3%
UltraSeBassツ (Rank 34)2026/05/194040.0%
Clipz4Reelz (Rank 16)2026/05/19110100.0%
vs...[UNKNOWN] (Rank 16)2026/05/194040.0%
bighorny (Rank 26)2026/05/1031233.3%
Zxo (Rank 22)2026/05/1052340.0%
AtariMode07 (Rank 22)2026/05/1021150.0%
fivey70 (Rank 24)2026/05/1072528.6%
phantom (Rank 12)2026/04/2032166.7%
coffeedeliveryfemboy (Rank 23)2026/04/209090.0%
AV9423 (Rank 27)2026/03/3151420.0%
rjsicklau12 (Rank 24)2026/03/31220100.0%
Tamburlaine (Rank 22)2026/03/31440100.0%
KARS215 (Rank 24)2026/03/3195455.6%
ErasedName (Rank 27)2026/03/3142250.0%
TrashBuddy42 (Rank 2)2026/03/31110100.0%
yumishi (Rank 11)2026/03/31220100.0%
Setsuna_X (Rank 40)2026/03/311010.0%
tx_tofu (Rank 25)2026/03/3182625.0%
PunkDriftR (Rank 29)2026/03/312020.0%

Round openings

Every character

Fade Roll Kick7K into forward movement307.2%
evade up276.5%
Overtune Blow3P+K into throwP+G143.4%
evade up into Shadow Spear6K143.4%
evade up into Knee Attack6K122.9%
Fade Roll Kick7K into forward dash102.4%
punchP into Double KnucklePP102.4%
Backswing Rocket1P+K92.2%
crouch into Ducking Low2K+G92.2%
guardG92.2%
backdash into Head Smash Kick46K81.9%
Low Drop Kick1K+G71.7%
crouch dash back71.7%
punchP71.7%
backdash into guardG61.4%

136 further openings account for the other 237 rounds.

El Blaze

Career
699–770 · 47.6%
This season
64 matches · 42.2%
Peak rank
24

First hit in 53.5% of 256 rounds. Won 48.9% of the rounds they struck first, 42.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Fade Roll Kick7K into forward movement3011.6%
evade up218.1%
Overtune Blow3P+K into throwP+G145.4%
evade up into Shadow Spear6K145.4%
Fade Roll Kick7K into forward dash103.9%
Backswing Rocket1P+K93.5%
backdash into Head Smash Kick46K83.1%
Low Drop Kick1K+G72.7%
kickK62.3%
Demon Dance9P+K into Demon's Tail9P+KK51.9%
Rolling Low Knuckle1P51.9%
backdash into Low Drop Kick1K+G51.9%
Fade Roll Kick7K into Death Scythe Slash8K41.5%
evade up into Middle Kick3K41.5%
kickK into Midday HeatKK41.5%

77 further openings account for the other 113 rounds.

Jeffry

Career
272–430 · 38.8%
This season
36 matches · 33.3%
Peak rank
22

First hit in 53.5% of 142 rounds. Won 44.7% of the rounds they struck first, 33.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into Knee Attack6K128.3%
punchP into Double KnucklePP106.9%
crouch into Ducking Low2K+G96.2%
guardG74.8%
punchP64.1%
Head Attack46P+K53.5%
crouch dash back53.5%
evade up53.5%
Double KnucklePP into Double Knuckle~UpperPPP42.8%
Knee Attack6K42.8%
backdash into guardG42.8%
crouch into Grizzly Hammer1PP42.8%
backdash32.1%
backdash into backward movement32.1%
crouch dash back into evade down32.1%

47 further openings account for the other 61 rounds.

Jean

Career
1–1 · 50.0%
This season
3 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back216.7%
punchP into KounirenPP216.7%
KounirenPP into KagizukiPPP18.3%
Yoko'enpi6P into Yoko'enpi~Uchishutou6PP18.3%
backdash into backward movement18.3%
backward movement into backdash18.3%
evade up18.3%
evade up into Yoko'enpi~Uchishutou6PP18.3%
evade up into punchP18.3%
punchP into Maeken~Joudan MawashigeriPK18.3%

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

  • El Blaze: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Jean: not tested (too few rounds)