VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

El Blaze

S7117

  • Kage
  • Akira
Career matches1,618
Career win rate48.5%
Round win rate49.4%
Peak rank27
Distinct opponents87
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1314 #3,071 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 Blaze271,52474577948.9%
Kage1893395441.9%
Akira1110100.0%

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

751 of 751 rounds counted

5.7 inputs a second (344 a minute) this season. Faster than 12% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze5.8345686
Kage5.432555
Akira6.136410

By opponent's character

Akira5.8346131
Aoi5.533288
Pai5.834866
Jacky5.834858
Wolf6.035751
Jeffry5.332151
Lion6.035943
El Blaze5.834741
Jean5.734238
Shun6.237232
Lau5.533035
Kage5.835124
Sarah5.331923
Goh6.035820
Brad5.331912
Lei Fei5.734414
Eileen5.935410
Taka5.43238
Vanessa6.13666

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

Akira32151746.9%-2.2
Aoi2215768.2%+13.1
Pai1761135.3%-13.5
Jacky147750.0%+3.8
Wolf147750.0%+2.5
Jeffry137653.9%+15.7
Lion116554.5%+2.2
El Blaze104640.0%-9.0
Jean96366.7%+13.9
Shun97277.8%+26.8
Lau82625.0%-30.8
Kage64266.7%+18.9
Sarah63350.0%+3.5
Goh53260.0%-5.5
Brad3030.0%-47.8
Lei Fei31233.3%-25.1
Eileen2020.0%-46.8
Taka21150.0%-1.2
Vanessa2020.0%-52.3

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Octagon27151255.6%+0.7
Breakable Half Fence22121054.5%+7.8
Breakable Full Fence2081240.0%-2.1
Low Fence2091145.0%-6.9
Rectangle1910952.6%-0.7
Full Fence and Open189950.0%+5.1
Single Wall1651131.2%-19.8
Full Fence1511473.3%+21.4
Open137653.9%+2.1
Half Fence94544.4%-5.2

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
Walls11253.6%50.3%+3.3
No walls4942.9%50.8%-7.9

Walls against open: +11.2 points (95% range -6.9 to +29.4), p 0.226 — 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

jackgnhang (Rank 27)2026/10/0243175.0%
MaxMuncy (Rank 28)2026/10/0264266.7%
ちょいそる (Rank 28)2026/09/0232166.7%
gimoring (Rank 28)2026/08/2821150.0%
dalmax72 (Rank 24)2026/08/2865183.3%
mmmsm (Rank 29)2026/08/2632166.7%
Jyuryoku_Eileen (Rank 26)2026/08/265050.0%
GWO (Rank 24)2026/08/2452340.0%
下汁 (Rank 24)2026/08/2432166.7%
しろ☆おび。@のびしろF (Rank 25)2026/08/2252340.0%
M&E (Rank 24)2026/08/18220100.0%
CELIS (Rank 28)2026/08/0521150.0%
erinnx.0510 (Rank 27)2026/07/2954180.0%
うさぎ帝国 (Rank 21)2026/07/1331233.3%
VirtuaLi-on (Rank 23)2026/07/1031233.3%
kuni_sato (Rank 24)2026/07/0431233.3%
6132da (Rank 22)2026/07/0421150.0%
てぃーえむ (Rank 16)2026/06/2961516.7%
コデリン03 (Rank 22)2026/06/29220100.0%
委員ちょ (Rank 21)2026/06/2887187.5%
CHASER (Rank 21)2026/06/22330100.0%
I'mabeginner (Rank 26)2026/06/2142250.0%
流形 (Rank 13)2026/06/17440100.0%
nkazu581 (Rank 6)2026/06/163030.0%
KamaNekoJPN/twitch (Rank 12)2026/06/1532166.7%

Round openings

Every character

guardG668.8%
evade down506.7%
Back Knuckle4P into Shadow Spin Kick4PK314.1%
backdash314.1%
up-back kick+guard7K+G293.9%
Volcano Upper4P+K263.5%
Tornado Spin (Deflect)P+K+G into Fake SavateP+K+GK222.9%
Demon Dance9P+K into Demon's Tail9P+KK212.8%
evade down into Volcano Upper4P+K212.8%
back, up-back kick+guard47K+G202.7%
backdash into guardG182.4%
Straight6P+K into Quick Combo6P+KP131.7%
evade down into High Spin KickK+G131.7%
evade up131.7%
backdash into Volcano Upper4P+K121.6%

146 further openings account for the other 362 rounds.

Counted from 187 of the 188 matches played. The rest were not pulled for openings.

El Blaze

Career
745–779 · 48.9%
This season
173 matches · 51.5%
Peak rank
27

First hit in 41.0% of 675 rounds. Won 52.7% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

  • After opening the round before by evading: evades first in 35.0% of rounds, against 18.8% after anything else.
  • In round 1: opens with “4P Back Knuckle into 4PK Shadow Spin Kick” in 9.9% of rounds, against 2.7% in their other rounds.

How is this tested?

guardG558.1%
evade down497.2%
Back Knuckle4P into Shadow Spin Kick4PK314.5%
up-back kick+guard7K+G294.2%
backdash284.1%
Volcano Upper4P+K263.8%
Tornado Spin (Deflect)P+K+G into Fake SavateP+K+GK223.2%
Demon Dance9P+K into Demon's Tail9P+KK213.1%
evade down into Volcano Upper4P+K213.1%
back, up-back kick+guard47K+G202.9%
backdash into guardG162.3%
Straight6P+K into Quick Combo6P+KP131.9%
evade down into High Spin KickK+G131.9%
evade up131.9%
backdash into Volcano Upper4P+K121.8%

117 further openings account for the other 314 rounds.

Counted from 172 of the 173 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
Akira12–12 · 50%1–5 · 17%too few to test
Aoi7–5 · 58%4–2 · 67%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.

1 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?

Kage

Career
39–54 · 41.9%
This season
13 matches · 30.8%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG814.6%
Fusenjin3P into Shippuzan3PP610.9%
Rasen4P into Rasen Urageri4PK59.1%
Rasen4P35.5%
Hiji'uchi6P23.6%
evade down into Tsumujigeri2K+G23.6%
punchP23.6%
Engetsugeri9K+G11.8%
Engetsugeri9K+G into forward dash11.8%
Hagakure-ryu In Raijingeki46P+K11.8%
Hagakure-ryu In Shippujin4P+K+G into Hagakure-ryu In FujinP11.8%
Jibashiri1K11.8%
Kouten63214P11.8%
Nakageri3K into Rasen Fujin3KP11.8%
ResshouPP into SandangekiPPP11.8%

19 further openings account for the other 19 rounds.

Akira

Career
1–0 · 100.0%
This season
2 matches · 50.0%
Peak rank
1

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG330.0%
backdash220.0%
Rimon Chouchu66P110.0%
backdash into guardG110.0%
crouch dash forward into Senzankou66P+K110.0%
evade down into backdash110.0%
throwP+G110.0%

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 (15 here; about 0.8 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: 2 of 15 tests hold up
  • Kage: not tested (too few rounds)
  • Akira: not tested (too few rounds)