VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

gachiban_youtube

  • Akira
  • Kage
  • Lau
  • Jacky
  • Jean
  • Wolf
  • Goh
  • Lion
Career matches1,473
Career win rate64.8%
Round win rate53.4%
Peak rank41
Distinct opponents54
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1696 #823 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 Blaze4197864533366.0%
Kage32120843670.0%
Wolf29111704163.1%
Akira2886493757.0%
Lau2747272057.5%
Jean2744261859.1%
Goh2642251759.5%
Jacky2626141253.9%
Lion271814477.8%
Brad—110100.0%

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

218 of 560 rounds counted

5.9 inputs a second (352 a minute) this season. Faster than 15% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze6.237168
Akira6.035942
Kage5.734141
Lau5.835012
Jacky5.030216
Jean6.13675
Wolf5.432722
Goh6.237412

By opponent's character

Shun5.432724
Jeffry5.835012
Akira6.438632
Jacky5.734231
Wolf6.036026
Sarah6.035921
Goh5.834715
Kage5.43247
Aoi5.332013
Taka5.43267
Jean6.639513
Lion5.63397
Vanessa6.74023
Dural6.33807

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

Shun2191242.9%-17.4
Jeffry169756.2%+9.3
Akira1510566.7%+22.0
Jacky138561.5%+5.0
Wolf115645.5%-9.4
Sarah84450.0%-9.3
El Blaze75271.4%+9.1
Goh75271.4%+24.2
Lau71614.3%-48.9
Lei Fei76185.7%+18.9
Kage64266.7%+11.9
Aoi54180.0%+13.7
Taka440100.0%+46.1
Jean31233.3%-37.4
Lion31233.3%-13.4
Vanessa31233.3%-25.0
Dural2020.0%-59.9
Eileen21150.0%-2.6

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

Single Wall29191065.5%+14.2
Breakable Full Fence1610662.5%+7.7
Rectangle168850.0%-6.6
Breakable Half Fence146842.9%-16.9
Low Fence149564.3%-2.4
Half Fence136746.1%-4.3
Octagon104640.0%-13.9
Full Fence85362.5%+7.3
Open74357.1%-4.5
Full Fence and Open21150.0%+10.8

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
Walls7750.6%54.8%-4.2
No walls5064.0%58.7%+5.3

Walls against open: -9.5 points (95% range -28.5 to +9.5), p 0.328 — 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

あむざん (Rank 43)2026/09/1432166.7%
ooosugi1202 (Rank 29)2026/09/10330100.0%
ももじろう (Rank 34)2026/09/1052340.0%
FreddieKing (Rank 27)2026/08/18220100.0%
delicioso (Rank 30)2026/08/1831233.3%
방가방가 (Rank 26)2026/06/2031233.3%
NORESPECT (Rank 33)2026/06/2031233.3%
orz (Rank 30)2026/06/2054180.0%
イチゲン (Rank 29)2026/06/20440100.0%
banjar (Rank 39)2026/05/2843175.0%
lapislazuli (Rank 37)2026/05/2831233.3%
melty01 (Rank 26)2026/04/06330100.0%
chiaroscuro (Rank 38)2026/04/0421150.0%
くりたろう (Rank 38)2026/04/04440100.0%
P式截拳道こくとう (Rank 39)2026/04/0253260.0%
VIPism『稲庭飯』 (Rank 43)2026/04/0231233.3%
いえす (Rank 39)2026/04/0242250.0%
ハマラウ (Rank 41)2026/04/023030.0%
山口犬 (Rank 27)2026/03/2831233.3%
VF劳模 (Rank 27)2026/03/2853260.0%
キラキラうきしまの街 (Rank 26)2026/03/2831233.3%
楽天アキラ (Rank 29)2026/03/2862433.3%
PuzzG/ぱず爺 (Rank 36)2026/03/2752340.0%
てーらい (Rank 31)2026/03/2776185.7%
ドランクン//Konpay (Rank 39)2026/03/2731233.3%

Round openings

Every character

backdash into evade down427.5%
forward dash into evade up346.1%
backdash into Head Smash Kick46K213.8%
backdash into guardG203.6%
backdash into Volcano Upper4P+K173.0%
forward movement into punchP173.0%
Hammer Smash46P+K152.7%
Straight6P+K152.7%
backdash into Jouho Senshou46P112.0%
Rimon Chouchu66P101.8%
evade down into guardG101.8%
backdash into Honten Rakutoutai46K+G91.6%
forward dash into Volcano Upper4P+K91.6%
backdash into ElbowP+K81.4%
Demon Dance9P+K into Demon's Tail9P+KK71.2%

175 further openings account for the other 315 rounds.

El Blaze

Career
645–333 · 66.0%
This season
72 matches · 54.2%
Peak rank
41

First hit in 47.9% of 286 rounds. Won 58.4% of the rounds they struck first, 47.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into evade up2910.1%
backdash into evade down279.4%
backdash into Head Smash Kick46K217.3%
backdash into Volcano Upper4P+K175.9%
forward movement into punchP165.6%
Hammer Smash46P+K155.2%
Straight6P+K155.2%
backdash into guardG124.2%
forward dash into Volcano Upper4P+K93.1%
backdash into ElbowP+K82.8%
Demon Dance9P+K into Demon's Tail9P+KK72.5%
evade down into guardG72.5%
High-Speed Jab46P51.8%
backdash into punchP51.8%
backdash into throwP+G51.8%

56 further openings account for the other 88 rounds.

Akira

Career
49–37 · 57.0%
This season
16 matches · 68.8%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Jouho Senshou46P1117.5%
Rimon Chouchu66P1015.9%
Senzankou66P+K into throwP+G711.1%
backdash into Hekishou43P46.3%
backdash into evade down46.3%
backdash into Chouzan Housui46P+K34.8%
Jouho Senshou46P23.2%
backdash into Geimon Tessen46P+K+G23.2%
backdash into Koboku214P23.2%
forward dash into Jouho Touken6P23.2%
forward dash into forward punch+kick6P+K23.2%
Chouzan Housui46P+K11.6%
Jouho Touken6P11.6%
Rimon Chouchu66P into backdash11.6%
Senzankou66P+K11.6%

10 further openings account for the other 10 rounds.

Kage

Career
84–36 · 70.0%
This season
14 matches · 57.1%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG58.9%
forward dash into evade up58.9%
Hiji'uchi6P47.1%
Hagakure-ryu In Raijingeki46P+K35.4%
Nagiharai6P+K35.4%
backdash into evade down35.4%
Fusenjin3P23.6%
Kouten63214P23.6%
backdash into Furikakato OtoshiK+G23.6%
Engetsugeri9K+G11.8%
Fusenjin3P into punchP11.8%
Hagakure-ryu In Raijingeki46P+K into punchP11.8%
Jizuridan2P11.8%
Soumenwari1P+K11.8%
backdash into Doukudaki46K11.8%

21 further openings account for the other 21 rounds.

Lau

Career
27–20 · 57.5%
This season
11 matches · 45.5%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Honten Rakutoutai46K+G920.0%
RenshouPP into Renshou Senputai3PPK48.9%
up-back kick+guard7K+G48.9%
backdash into RenshouPP36.7%
backdash into Renshou Senputai3PPK36.7%
backdash into Souko Reppa3P+K36.7%
Shakashou3P into RenshouPP24.4%
backdash into Shakashou3P24.4%
backdash into Souchuken2P24.4%
backward movement into guardG24.4%
Chugeki6P12.2%
Chugeki6P into Hou'ou Soushou6PP12.2%
Enjin Senpukyaku4K+G12.2%
Souchuken2P12.2%
backdash12.2%

6 further openings account for the other 6 rounds.

Jacky

Career
14–12 · 53.9%
This season
10 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Long Stride Back Knuckle4P+K410.0%
no input410.0%
Dash Hammer Kick66K37.5%
Bil Jee6P+K25.0%
Slide Shuffle (Deflect)4P+K+G25.0%
Slide Shuffle (Deflect)4P+K+G into Beat KnuckleP+K25.0%
backdash into Middle Spin Kick46K+G25.0%
evade down into guardG25.0%
forward dash into guardG25.0%
guardG25.0%
Long Stride Back Knuckle4P+K12.5%
Middle Smash6P into Middle Smash Back Knuckle6PP12.5%
Slide Shuffle (Deflect)4P+K+G into Beat & Back KnuckleP+KP12.5%
Slide Shuffle (Deflect)4P+K+G into Smash Low Kick2K12.5%
backdash12.5%

10 further openings account for the other 10 rounds.

Jean

Career
26–18 · 59.1%
This season
8 matches · 62.5%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Enpi Kurenai Naraku2P+K618.2%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK412.1%
backdash into Oihiji4P+K412.1%
backdash into evade down39.1%
Enpi Kurenai Naraku2P+K26.1%
backdash into Gyaku Seikenzuki66P26.1%
backdash into Hou'ou Kourui Otoshi4K+G26.1%
Gyaku Seikenzuki66P13.0%
Shitamaeken2P13.0%
Yoko'enpi6P13.0%
backdash into Kake'uchi46P13.0%
backdash into Kousenshu4KP13.0%
backdash into Nozuchi1P+K13.0%
backdash into Shitamaeken2P13.0%
backdash into guardG13.0%

2 further openings account for the other 2 rounds.

Wolf

Career
70–41 · 63.1%
This season
5 matches · 40.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Hammer2P418.2%
Quick Shoulder66P+K29.1%
backdash into Savate4K29.1%
forward movement into Elbow Butt4P29.1%
Elbow Butt4P into punchP14.5%
Low Drop Kick62K14.5%
backdash into Low Hammer2P14.5%
backdash into Mow Down Chop1P+K14.5%
backdash into Rolling Elbow43P14.5%
backdash into Short Shoulder46P+K14.5%
backdash into evade down14.5%
backward movement into Regret Discharge33P+K14.5%
evade down into kickK14.5%
evade down into punchP14.5%
forward movement into Low Smash2K14.5%

1 further openings account for the other 1 rounds.

Goh

Career
25–17 · 59.5%
This season
3 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K541.7%
Soukyu46P18.3%
Urahiji44P18.3%
backdash into Hoderi4P18.3%
backdash into Kirin33P18.3%
backdash into Soukyu46P18.3%
backdash into Tsukikage6K18.3%
backdash into evade down18.3%

Lion

Career
14–4 · 77.8%
This season
1 matches · 100.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sentai4K133.3%
backdash into evade down133.3%
guardG133.3%

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)
  • Akira: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Lion: not tested (too few rounds)