VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

El Blaze

ダイナマイト門前仲町

  • Brad
  • Eileen
  • Pai
Career matches446
Career win rate71.5%
Round win rate62.2%
Peak rank36
Distinct opponents133
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1664 #981 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 Blaze362481747470.2%
Brad30131884367.2%
Eileen2166561084.8%
Pai26110100.0%

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

1,250 of 1,250 rounds counted

6.8 inputs a second (408 a minute) this season. Faster than 40% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze6.9415778
Brad6.5388323
Eileen6.9415140
Pai6.74029

By opponent's character

Akira6.8406168
Jacky6.840694
Aoi6.740194
Shun6.841089
Jeffry6.941292
Wolf6.941685
Sarah7.041975
Jean6.639769
Kage6.941466
El Blaze6.539164
Lau6.941355
Vanessa6.840851
Brad6.639451
Pai6.840952
Goh6.739942
Lion7.142541
Lei Fei6.639822
Taka7.142723
Eileen7.042110
Dural6.63947

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

Akira41261563.4%-8.7
Jacky2517868.0%-3.8
Aoi2418675.0%+4.5
Shun2420483.3%+11.8
Jeffry2213959.1%-10.7
Wolf2118385.7%+11.7
Sarah1914573.7%+15.0
Jean1811761.1%-9.8
Kage1612475.0%+4.1
El Blaze1511473.3%+12.2
Lau1510566.7%-7.7
Vanessa1513286.7%+11.5
Brad137653.9%-16.5
Pai136746.1%-30.8
Goh118372.7%+9.4
Lion108280.0%+9.1
Lei Fei64266.7%-5.2
Taka53260.0%-12.1
Eileen330100.0%+21.4
Dural220100.0%+31.7

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

Full Fence46291763.0%-6.1
Open42271564.3%-4.8
Breakable Full Fence38271171.0%-1.5
Half Fence38251365.8%-5.5
Breakable Half Fence33231069.7%-1.8
Low Fence30191163.3%-7.1
Single Wall2419579.2%+18.5
Octagon2217577.3%+5.4
Rectangle2018290.0%+13.6
Full Fence and Open1815383.3%+9.0

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19770.6%71.4%-0.8
No walls9667.7%67.2%+0.5

Walls against open: -1.3 points (95% range -13.0 to +10.4), p 0.828 — 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

orz (Rank 30)2026/09/18440100.0%
REDdog.狂犬 (Rank 33)2026/09/1852340.0%
JKSTW(SEGAWORLD大亞店) (Rank 33)2026/09/1882625.0%
FreddieKing (Rank 39)2026/09/1442250.0%
김코난 (Rank 26)2026/09/1454180.0%
タイヨウ (Rank 32)2026/09/1431233.3%
ZRX-1100 (Rank 37)2026/09/1453260.0%
Kenji_Niinuma (Rank 31)2026/09/1051420.0%
Nimunimusan08 (Rank 31)2026/09/10440100.0%
エルモchYT★プなれ★ (Rank 27)2026/09/0942250.0%
ドランクン//Konpay (Rank 38)2026/09/0753260.0%
ヘニオ (Rank 34)2026/09/0475271.4%
yamaneko (Rank 32)2026/08/2985362.5%
aona (Rank 35)2026/08/2931233.3%
うんちブリブリ (Rank 31)2026/08/2953260.0%
bh_iflg (Rank 33)2026/08/2954180.0%
zaduhkj (Rank 35)2026/08/2832166.7%
manao_0609 (Rank 31)2026/08/28440100.0%
あをゐ (Rank 33)2026/08/2754180.0%
ji-ru_11 (Rank 32)2026/08/2751420.0%
Amor_y_Paz_0921 (Rank 29)2026/08/25440100.0%
gimoring (Rank 27)2026/08/2032166.7%
たかティン (Rank 21)2026/08/03440100.0%
LAG-mi-gt (Rank 16)2026/08/03440100.0%
nidaimebannai (Rank 39)2026/08/0231233.3%

Round openings

Every character

guardG into throw escape1078.6%
crouch dash forward into throw escape826.6%
Volcano Upper4P+K725.8%
backdash into evade down685.4%
Shadow Strike6P675.4%
crouch dash back into throw escape584.6%
backdash into throw escape544.3%
evade up into throw escape534.2%
backdash into punchP393.1%
crouch dash back into guardG342.7%
punchP292.3%
High-Speed Jab46P241.9%
Jolt Upper3P into Jolt Upper~Spin Kick3PK241.9%
throw escape241.9%
backward movement into Shadow Strike6P231.8%

193 further openings account for the other 492 rounds.

El Blaze

Career
174–74 · 70.2%
This season
198 matches · 69.7%
Peak rank
36

First hit in 51.4% of 775 rounds. Won 63.1% of the rounds they struck first, 60.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

guardG into throw escape739.4%
Volcano Upper4P+K729.2%
Shadow Strike6P678.6%
crouch dash forward into throw escape597.6%
backdash into throw escape395.0%
backdash into evade down354.5%
crouch dash back into throw escape314.0%
evade up into throw escape253.2%
High-Speed Jab46P243.1%
backward movement into Shadow Strike6P233.0%
crouch dash back into guardG233.0%
backdash into punchP212.7%
Shadow Strike6P into Shadow Fang6PK192.4%
evade down into throw escape162.1%
throw escape162.1%

92 further openings account for the other 235 rounds.

By stage type

Record against each character on walled and open stages, as El Blaze

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–3 · 73%5–6 · 45%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.

How is this tested?

Brad

Career
88–43 · 67.2%
This season
80 matches · 63.8%
Peak rank
30

First hit in 52.3% of 323 rounds. Won 59.8% of the rounds they struck first, 56.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

guardG into throw escape278.4%
Jolt Upper3P into Jolt Upper~Spin Kick3PK247.4%
backdash into evade down247.4%
crouch dash back into throw escape237.1%
crouch dash forward into throw escape185.6%
Middle Spin Kick66K165.0%
evade up into throw escape165.0%
backdash into punchP154.6%
Dtee Sawk Dtrohng4P+K134.0%
punchP134.0%
backdash into throw escape123.7%
Sway Back4P+K+G into punchP72.2%
crouch dash back into guardG72.2%
Sway Back4P+K+G into Jab StraightPP61.9%
throw escape61.9%

58 further openings account for the other 96 rounds.

Eileen

Career
56–10 · 84.8%
This season
38 matches · 86.8%
Peak rank
21

First hit in 42.8% of 138 rounds. Won 76.3% of the rounds they struck first, 72.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into throw escape128.6%
Dokuritsu SouganP+K85.7%
backdash into evade down85.7%
guardG into throw escape75.0%
backdash into Enkou Kenka46P64.3%
punchP64.3%
Douchu6P53.6%
crouch dash forward into throw escape53.6%
evade up into crouch dash forward53.6%
Enkou Nyudou214P+K into Enkou ShutsudouP42.9%
crouch dash back into guardG42.9%
crouch dash back into throw escape42.9%
evade down into throw escape42.9%
backdash into punchP32.1%
backdash into throw escape32.1%

47 further openings account for the other 56 rounds.

Pai

Career
1–0 · 100.0%
This season
2 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Senchutai3K222.2%
RenshouPP into RaigekishouPPP111.1%
Senchutai3K111.1%
backdash into Ryoushou6P+K111.1%
backdash into Tenshin Oushoushou46P+K111.1%
backdash into evade down111.1%
crouch dash back into evade down111.1%
punchP111.1%

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 (28 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: 0 of 15 tests hold up
  • Brad: 0 of 13 tests hold up
  • Eileen: not tested (too few rounds)
  • Pai: not tested (too few rounds)