VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

Monroe

  • Pai
  • Shun
  • Vanessa
Career matches3,219
Career win rate54.6%
Round win rate54.1%
Peak rank34
Distinct opponents112
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1722 #691 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 Blaze342,2911,2211,07053.3%
Pai3456633223458.7%
Shun3232818814057.3%
Vanessa271813572.2%
Taka—1651131.2%

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

2,383 of 2,540 rounds counted

7.3 inputs a second (437 a minute) this season. Faster than 54% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai7.34401,219
El Blaze7.24331,089
Vanessa7.645375

By opponent's character

Lei Fei7.3440249
Shun7.3438271
Sarah7.3438231
Jeffry7.1428222
Pai7.5448185
Akira7.4445197
Kage7.5449168
Goh7.0420188
Jacky7.1427140
Wolf7.4445113
Taka7.243585
Aoi7.242958
Vanessa7.142748
Lau7.344043
Brad7.243036
Dural7.444654
Lion7.444545
El Blaze7.344022
Eileen6.840811
Jean6.740317

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

Lei Fei67422562.7%+5.1
Shun66382857.6%+3.8
Sarah62392362.9%+3.1
Jeffry57292850.9%-5.9
Pai50361472.0%+4.2
Akira47163134.0%-21.2
Kage46262056.5%+2.7
Goh45242153.3%-11.7
Jacky38231560.5%-4.9
Wolf29141548.3%-7.8
Taka2115671.4%+17.2
Aoi2019195.0%+19.8
Vanessa1610662.5%+3.4
Lau135838.5%-7.7
Brad126650.0%-8.6
Dural126650.0%-1.2
Lion129375.0%+20.3
El Blaze107370.0%+16.3
Eileen95455.6%+4.9
Jean64266.7%+12.8

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 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

Rectangle77443357.1%-5.6
Octagon76512567.1%+11.8
Full Fence72413156.9%-6.4
Breakable Half Fence71363550.7%-4.5
Low Fence66392759.1%+1.5
Half Fence56362064.3%+6.6
Single Wall56322457.1%-6.3
Breakable Full Fence55322358.2%+3.8
Open53361767.9%+13.4
Full Fence and Open29121741.4%-16.8

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls40759.0%58.4%+0.6
No walls17561.1%58.8%+2.4

Walls against open: -1.8 points (95% range -10.5 to +7.0), p 0.690 — 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

Jiikae (Rank 33)2026/10/16107370.0%
SugarBear (Rank 36)2026/10/161410471.4%
Jason_Elbow (Rank 41)2026/10/15106460.0%
無謀 (Rank 38)2026/10/131761135.3%
DevolvedNeutrals (Rank 37)2026/10/102241818.2%
Dodoflump(50IQ) (Rank 36)2026/09/30134930.8%
RushdownTurtle(RDT) (Rank 40)2026/09/301331023.1%
HARLEMKNIGHT116 (Rank 33)2026/09/29117463.6%
suna19 (Rank 33)2026/09/261813572.2%
live4eva_ (Rank 37)2026/09/151541126.7%
Crashing_Blow2003 (Rank 33)2026/09/15105550.0%
SpaghettiConfetti (Rank 33)2026/09/141910952.6%
DJ_Clarknova (Rank 34)2026/09/13104640.0%
j_remover (Rank 31)2026/09/13126650.0%
evoyd (Rank 34)2026/09/08169756.2%
seedash (Rank 31)2026/08/302013765.0%
FullHD (Rank 28)2026/08/24126650.0%
Kungfuhustle99 (Rank 29)2026/08/241915479.0%
NoOneSpecific (Rank 30)2026/08/181610662.5%
B34TD0WN (Rank 30)2026/08/031914573.7%
Blargh (Rank 27)2026/06/1995455.6%
VectorMan- (Rank 33)2026/06/0794544.4%
own1jef123 (Rank 38)2026/06/06111109.1%
hgamery (Rank 29)2026/06/031513286.7%
JJFGCSerna (Rank 28)2026/05/2695455.6%

Round openings

Every character

backdash into evade up1396.2%
punchP into RenkentaiPK904.0%
Straight6P+K673.0%
backdash into punchP622.8%
punchP into kickK602.7%
Shadow Strike6P592.6%
Straight6P+K into Quick Combo6P+KP592.6%
punchP into crouch dash forward532.4%
Demon Dance9P+K into Demon's Tail9P+KK482.1%
Tenshin Oushoushou46P+K431.9%
Hi'en Tankyaku9K into guardG411.8%
Straight6P+K into crouch dash back411.8%
punchP into backdash361.6%
Hi'en Tenshi2P+K into backward movement351.6%
Straight6P+K into evade down351.6%

376 further openings account for the other 1,371 rounds.

Counted from 559 of the 638 matches played. The rest were not pulled for openings.

Pai

Career
332–234 · 58.7%
This season
307 matches · 59.9%
Peak rank
34

First hit in 53.2% of 1,217 rounds. Won 58.9% of the rounds they struck first, 50.2% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 7.8% of rounds, against 1.6% in their other rounds.
  • Against Pai: moves in first in 7.2% of rounds, against 1.8% against everyone else.
  • In round 1: opens with “P punch into crouch dash forward” in 7.2% of rounds, against 2.6% in their other rounds.
  • Against Jacky: opens with “P punch into crouch dash forward” in 11.8% of rounds, against 3.3% against everyone else.
  • After losing a round: opens with “P punch into K kick” in 7.7% of rounds, against 3.5% after winning one.

How is this tested?

punchP into RenkentaiPK907.3%
backdash into evade up786.4%
punchP into kickK574.7%
backdash into punchP483.9%
punchP into crouch dash forward463.8%
Tenshin Oushoushou46P+K433.5%
Hi'en Tankyaku9K into guardG413.4%
Hi'en Tenshi2P+K into backward movement352.9%
Hi'en Tenshi2P+K into Tenshi Katsumentai Haishin2P+KK302.5%
Hi'en Tankyaku9K282.3%
Senchuken6P272.2%
punchP into backdash272.2%
Meishouho4P+K+G201.6%
Ryoushou6P+K191.6%
Rikensui1P161.3%

197 further openings account for the other 620 rounds.

By stage type

Record against each character on walled and open stages, as Pai

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun15–8 · 65%12–9 · 57%too few to test
Lei Fei16–12 · 57%6–1 · 86%too few to test
Pai10–7 · 59%10–4 · 71%too few to test
Sarah9–9 · 50%8–1 · 89%too few to test
Akira8–11 · 42%0–3 · 0%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?

El Blaze

Career
1,221–1,070 · 53.3%
This season
292 matches · 54.5%
Peak rank
34

First hit in 57.1% of 848 rounds. Won 52.1% of the rounds they struck first, 53.6% of the rounds they were struck first.

Significant Tells

  • After losing a round: opens with “6P+K Straight into 6P+KP Quick Combo” in 10.1% of rounds, against 3.3% after winning one.
  • When behind: opens with “9P+K Demon Dance into 9P+KK Demon's Tail” in 7.4% of rounds, against 2.7% when ahead or level.

How is this tested?

Straight6P+K677.8%
Shadow Strike6P596.9%
Straight6P+K into Quick Combo6P+KP596.9%
backdash into evade up586.8%
Demon Dance9P+K into Demon's Tail9P+KK485.6%
Straight6P+K into crouch dash back414.8%
Straight6P+K into evade down354.1%
Straight6P+K into crouch dash forward293.4%
Sit Jab2P283.3%
Shouda46PP into Rising Back Spin Kick46PPK242.8%
crouch dash back into Straight6P+K232.7%
backdash into Head Smash Kick46K192.2%
Volcano Upper4P+K182.1%
High-Speed Jab46P into Flame Toe Kick46PK151.8%
Straight6P+K into backdash131.5%

117 further openings account for the other 321 rounds.

Counted from 213 of the 292 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
Kage11–13 · 46%7–3 · 70%too few to test
Lei Fei9–8 · 53%4–0 · 100%too few to test
Goh11–8 · 58%3–5 · 38%too few to test
Akira1–5 · 17%4–7 · 36%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.

79 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?

Shun

Career
188–140 · 57.3%
This season
20 matches · 80.0%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Haisenchu1P1113.6%
RengekiPP into Saishu RenkangekiPPP911.1%
punchP into backdash911.1%
Ryubikyaku8K+G44.9%
backdash into punchP44.9%
punchP into crouch dash forward44.9%
Gyou'in Haishu3P33.7%
backdash into Koushu Rentai1KK33.7%
backdash into evade up33.7%
evade up into punchP33.7%
punchP into RengekiPP33.7%
Haisenchu1P into guardG22.5%
Kasen Chugeki6P into Gyou'inshuP+K+G22.5%
forward dash into Rensai Gakushu46PP22.5%
Chubu Soutenkyaku66K11.2%

18 further openings account for the other 18 rounds.

Vanessa

Career
13–5 · 72.2%
This season
19 matches · 73.7%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: backdash into evade up79.2%
Defensive Style: backdash into punchP67.9%
Offensive Style: HAWK Strike67.9%
Defensive Style: Low Spin Slicer45.3%
Defensive Style: backdash into Low Spin Slicer2K+G34.0%
Defensive Style: Back Charge Kick22.6%
Defensive Style: Cut Upper22.6%
Defensive Style: backdash into Back Knuckle6P22.6%
Defensive Style: backdash into Defensive Elbow (Deflect)1P22.6%
Defensive Style: backdash into Heavy Impact4P22.6%
Defensive Style: backdash into Sit Jab2P22.6%
Defensive Style: backdash into Switch Shoulder6P+K+G22.6%
Defensive Style: no input22.6%
Defensive Style: punch22.6%
Offensive Style: backdash into evade up22.6%

30 further openings account for the other 30 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 (31 here; about 1.6 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

  • Pai: 5 of 16 tests hold up
  • El Blaze: 2 of 15 tests hold up
  • Shun: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)