VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

ぎらぱぱ

  • Brad
Career matches1,806
Career win rate50.1%
Round win rate48.4%
Peak rank28
Distinct opponents109
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1356 #2,892 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 Blaze281,26065760352.1%
Brad2354624729945.2%

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

698 of 967 rounds counted

5.8 inputs a second (349 a minute) this season. Faster than 14% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze6.0358546
Brad5.3317152

By opponent's character

Akira5.9353116
Jacky6.1367112
Aoi5.532782
Wolf5.935464
Lion5.734458
Jean6.035747
Pai5.935652
Sarah5.532740
Goh5.935431
Jeffry5.734429
Kage5.63369
El Blaze5.633826
Lau5.532912
Shun6.23758
Vanessa5.63378
Lei Fei6.53894

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

Akira36142238.9%-12.4
Jacky34181652.9%+8.3
Aoi29131644.8%-4.6
Wolf23111247.8%-0.2
Lion1910952.6%-4.9
Jean179852.9%-0.7
Pai1511473.3%+22.7
Sarah147750.0%+9.2
Goh112918.2%-30.4
Jeffry86275.0%+25.7
Kage85362.5%+6.1
El Blaze62433.3%-18.9
Lau660100.0%+33.4
Shun61516.7%-4.6
Vanessa62433.3%-13.8
Brad2020.0%-38.4
Dural2020.0%-7.6
Eileen110100.0%+66.8
Lei Fei110100.0%+37.1

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 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

Open34151944.1%-5.4
Rectangle33151845.5%-9.9
Breakable Half Fence27111640.7%-7.2
Breakable Full Fence2214863.6%+7.0
Half Fence22111150.0%+3.1
Low Fence2112957.1%+7.2
Single Wall2114766.7%+19.3
Full Fence189950.0%+3.1
Octagon1861233.3%-6.8
Full Fence and Open1771041.2%-9.6

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14047.1%49.4%-2.3
No walls7653.9%49.3%+4.6

Walls against open: -6.9 points (95% range -21.7 to +7.9), p 0.362 — 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

え~る (Rank 27)2026/10/1342250.0%
失礼!スマッシュ☆彡 (Rank 27)2026/09/2461516.7%
委員ちょ (Rank 21)2026/08/20330100.0%
yasai (Rank 23)2026/08/2031233.3%
방가방가 (Rank 26)2026/06/20330100.0%
真 (Rank 24)2026/06/1843175.0%
ぽん (Rank 27)2026/06/1643175.0%
nikuzuki (Rank 27)2026/06/1573442.9%
ヘニオ (Rank 31)2026/06/153030.0%
伍の人 (Rank 30)2026/06/1086275.0%
NEKOz (Rank 25)2026/06/0775271.4%
発生26F打撃投げ (Rank 30)2026/06/063030.0%
単騎待ち (Rank 24)2026/05/3031233.3%
ttfour@サラしかできないw (Rank 23)2026/05/3075271.4%
6132da (Rank 24)2026/05/2583537.5%
melty01 (Rank 28)2026/05/214040.0%
manman (Rank 26)2026/05/2131233.3%
紫荆一头牛 (Rank 22)2026/05/2131233.3%
銀 (Rank 27)2026/05/20440100.0%
snake9821 (Rank 28)2026/05/2052340.0%
MATSUNAGAAKIRA.REBOOT (Rank 26)2026/05/2031233.3%
壱色淸淨 (Rank 26)2026/05/1931233.3%
........ (Rank 23)2026/04/1742250.0%
FOX_CQC (Rank 22)2026/04/1454180.0%
1212 (Rank 29)2026/03/274040.0%

Round openings

Every character

Demon Dance9P+K into Demon's Tail9P+KK889.6%
backdash into evade up839.0%
Shadow Spear6K677.3%
forward movement into punchP545.9%
Straight6P+K into Quick Combo6P+KP424.6%
Jackal Straight46P+K333.6%
backdash into Volcano Upper4P+K333.6%
Volcano Upper4P+K303.3%
crouch dash forward into Straight6P+K262.8%
Middle Spin Kick66K222.4%
Dtee Sawk Dtrohng4P+K212.3%
Straight6P+K151.6%
backdash into Stop Kick4K151.6%
backward movement into evade up151.6%
backdash into punchP131.4%

153 further openings account for the other 364 rounds.

Counted from 233 of the 244 matches played. The rest were not pulled for openings.

El Blaze

Career
657–603 · 52.1%
This season
177 matches · 49.1%
Peak rank
28

First hit in 47.0% of 653 rounds. Won 52.1% of the rounds they struck first, 44.5% of the rounds they were struck first.

Significant Tells

  • After winning a round: backs off first in 39.2% of rounds, against 17.4% after losing one.
  • After losing a round: opens with “6P+K Straight into 6P+KP Quick Combo” in 9.5% of rounds, against 2.5% after winning one.

How is this tested?

Demon Dance9P+K into Demon's Tail9P+KK8813.4%
Shadow Spear6K6710.2%
backdash into evade up568.5%
Straight6P+K into Quick Combo6P+KP426.4%
forward movement into punchP385.8%
backdash into Volcano Upper4P+K335.0%
Volcano Upper4P+K304.6%
crouch dash forward into Straight6P+K264.0%
Straight6P+K152.3%
backward movement into evade up121.8%
ElbowP+K into Double ElbowP+KP101.5%
backdash into Head Smash Kick46K91.4%
evade up91.4%
Backswing Rocket1P+K into forward movement81.2%
backdash into Demon's Tail9P+KK81.2%

95 further openings account for the other 206 rounds.

Counted from 166 of the 177 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
Akira6–6 · 50%5–6 · 45%too few to test
Jacky6–7 · 46%8–4 · 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.

11 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?

Brad

Career
247–299 · 45.2%
This season
67 matches · 47.8%
Peak rank
23

First hit in 45.6% of 259 rounds. Won 55.9% of the rounds they struck first, 39.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jackal Straight46P+K3312.5%
backdash into evade up2710.2%
Middle Spin Kick66K228.3%
Dtee Sawk Dtrohng4P+K218.0%
forward movement into punchP166.1%
backdash into Stop Kick4K155.7%
Sway Back4P+K+G into Mighty Knee UpperK114.2%
Sharp Shoot1P83.0%
Shovel Hook2P+K into Shovel Hook Double2P+KP62.3%
Sway Back4P+K+G into BreakdownP+K62.3%
Ducking6P+K+G into Crush Knee KickK+G51.9%
backdash into Kao Loy6K+G51.9%
backdash into punchP51.9%
backdash into Jackal Straight46P+K41.5%
backdash into Sway Back4P+K+G41.5%

54 further openings account for the other 76 rounds.

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
  • Brad: not tested (too few rounds)