VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

El Blaze

babapotato

Career matches279
Career win rate40.1%
Round win rate44.8%
Peak rank21
Distinct opponents61
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1133 #3,553 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 Blaze2127911216740.1%

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

834 of 834 rounds counted

6.0 inputs a second (362 a minute) this season. Faster than 19% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze6.0362834

By opponent's character

Jacky5.7343103
Jeffry6.237286
Pai6.136782
Dural5.633679
Goh6.941265
Brad6.136664
Vanessa5.734250
Jean6.035746
Akira5.331830
Lion7.243435
Shun6.639535
Kage5.432123
Sarah5.734127
Wolf5.734230
Eileen6.036223
Lau7.645522
Aoi5.231013
Taka4.828912
Lei Fei6.13669

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

Jacky27101737.0%-2.5
Jeffry2332013.0%-15.4
Pai2081240.0%-7.4
Dural1861233.3%-16.3
Goh1641225.0%-18.3
Brad1511473.3%+35.0
Vanessa1310376.9%+18.0
Jean124833.3%-15.2
Akira107370.0%+21.5
Lion100100.0%-26.3
Shun85362.5%+22.6
Kage74357.1%+22.1
Sarah75271.4%+11.3
Wolf74357.1%+24.1
Eileen62433.3%-15.8
Lau61516.7%-21.9
Aoi330100.0%+38.7
Taka32166.7%+23.6
Lei Fei21150.0%+16.9

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

Open33102330.3%-12.9
Octagon32122037.5%-9.9
Half Fence25131252.0%+17.3
Rectangle24121250.0%+7.6
Breakable Full Fence23121152.2%+11.4
Single Wall22121054.5%+6.5
Breakable Half Fence179852.9%+13.1
Full Fence1331023.1%-8.6
Low Fence117463.6%+13.3
Full Fence and Open1010.0%-28.0

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
Walls13445.5%41.0%+4.5
No walls6643.9%45.4%-1.4

Walls against open: +6.0 points (95% range -8.5 to +20.4), p 0.420 — 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

ZingierCube956 (Rank 19)168850.0%
xBeaMO (Rank 17)156940.0%
ISAIK (Rank 21)1221016.7%
RebelNinja (Rank 11)106460.0%
ZEROXP7 (Rank 22)86275.0%
MisterrQuentin (Rank 12)76185.7%
BENghazi (Rank 17)64266.7%
PhiL_Left88 (Rank 18)64266.7%
yoko_and_hiro (Rank 16)6060.0%
Gattsbot (Rank 18)51420.0%
RedStrider (Rank 17)52340.0%
Seonyu (Rank 6)54180.0%
nack (Rank 18)51420.0%
DoomSlayer9514 (Rank 6)440100.0%
Sidius (Rank 14)4040.0%
Tree (Rank 11)42250.0%
gH0s7 (Rank 22)4040.0%
raybladex (Rank 26)4040.0%
slashsSSGW (Rank 17)4040.0%
CastleKingSide (Rank 26)31233.3%
ImJustSaiyan0411 (Rank 18)31233.3%
MistrFuzzles (Rank 4)31233.3%
djgwiz (Rank 19)32166.7%
e4r (Rank 19)330100.0%
freddy (Rank 15)32166.7%

Most played opponents, most recent first

e4r (Rank 19)2026/06/21330100.0%
Gattsbot (Rank 18)2026/06/2151420.0%
ZingierCube956 (Rank 19)2026/06/20168850.0%
CastleKingSide (Rank 26)2026/06/2031233.3%
djgwiz (Rank 19)2026/06/2032166.7%
raybladex (Rank 26)2026/06/204040.0%
Sidius (Rank 14)2026/06/204040.0%
ZEROXP7 (Rank 22)2026/06/2086275.0%
MisterrQuentin (Rank 12)2026/06/2076185.7%
nack (Rank 18)2026/06/2051420.0%
xBeaMO (Rank 17)2026/06/20156940.0%
PhiL_Left88 (Rank 18)2026/06/1964266.7%
ISAIK (Rank 21)2026/06/191221016.7%
freddy (Rank 15)2026/06/1832166.7%
BENghazi (Rank 17)2026/06/1864266.7%
Tree (Rank 11)2026/06/1842250.0%
ImJustSaiyan0411 (Rank 18)2026/06/1831233.3%
Seonyu (Rank 6)2026/06/1854180.0%
RedStrider (Rank 17)2026/06/1852340.0%
yoko_and_hiro (Rank 16)2026/06/176060.0%
slashsSSGW (Rank 17)2026/06/174040.0%
DoomSlayer9514 (Rank 6)2026/06/16440100.0%
RebelNinja (Rank 11)2026/06/07106460.0%
gH0s7 (Rank 22)2026/06/044040.0%
MistrFuzzles (Rank 4)2026/06/0431233.3%

Round openings

El Blaze

Career
112–167 · 40.1%
This season
213 matches · 42.2%
Peak rank
21

First hit in 44.0% of 830 rounds. Won 48.5% of the rounds they struck first, 41.7% of the rounds they were struck first.

Significant Tells

  • Against Jacky: moves in first in 11.7% of rounds, against 4.6% against everyone else.
  • After the opponent opened the round before by attacking: backs off first in 41.8% of rounds, against 29.1% after anything else.

How is this tested?

backdash748.8%
Fade Roll Kick7K546.4%
Drop Kick9K394.6%
punchP into Quick HookPP354.2%
backdash into Drop Kick9K283.3%
evade up into Fade Roll Kick7K253.0%
punchP253.0%
kickK242.9%
Rocket Discharge6P+K+G into Déjà VuP+G232.7%
backdash into punchP232.7%
Jumping Hammer Knuckle8P+K222.6%
Zero G Flight7P+K+G222.6%
backdash into Head Smash Kick46K182.1%
evade up into Drop Kick9K182.1%
punchP into Jab~High KickPK161.9%

160 further openings account for the other 396 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky6–13 · 32%4–4 · 50%too few to test
Jeffry2–12 · 14%1–6 · 14%too few to test
Pai6–7 · 46%2–3 · 40%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?

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