VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

mogu89

Career matches1,111
Career win rate41.9%
Round win rate46.5%
Peak rank24
Distinct opponents104
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1249 #3,301 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 Blaze241,11146664541.9%

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

683 of 697 rounds counted

6.0 inputs a second (358 a minute) this season. Faster than 17% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze6.0358683

By opponent's character

Akira5.7343128
Aoi5.935667
El Blaze6.538752
Wolf6.538862
Jacky5.935240
Lau5.935341
Pai5.834539
Shun5.733937
Jeffry5.935338
Lion6.338138
Jean5.835030
Brad6.237030
Goh6.036321
Kage5.633616
Eileen6.136614
Lei Fei5.432315
Sarah6.338015

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

Akira32112134.4%-14.9
Aoi1610662.5%+14.2
El Blaze156940.0%-5.2
Wolf146842.9%+11.4
Jacky108280.0%+37.7
Lau107370.0%+14.5
Pai105550.0%+3.0
Shun105550.0%+5.1
Jeffry94544.4%-12.6
Lion93633.3%-17.7
Jean83537.5%-1.2
Brad72528.6%-17.9
Goh62433.3%-0.6
Kage52340.0%-8.5
Eileen42250.0%+19.4
Lei Fei42250.0%+5.2
Sarah41325.0%-18.0
Taka1010.0%-56.9

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 Fence26121446.1%+6.6
Breakable Full Fence23101343.5%-2.2
Low Fence2381534.8%-14.1
Single Wall23121152.2%+6.7
Open1612475.0%+29.8
Rectangle1641225.0%-16.1
Octagon156940.0%-7.2
Half Fence124833.3%-13.7
Breakable Half Fence85362.5%+15.3
Full Fence and Open73442.9%-10.5

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
Walls10041.0%43.7%-2.7
No walls6251.6%47.0%+4.6

Walls against open: -7.3 points (95% range -23.8 to +9.3), p 0.389 — 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

TaKaArAsHi573 (Rank 24)2026/07/3132166.7%
Pharita (Rank 21)2026/07/2142250.0%
ポーキーとともに (Rank 26)2026/07/2131233.3%
naowai (Rank 22)2026/07/2132166.7%
super_style (Rank 24)2026/07/2031233.3%
aaaaa114270 (Rank 24)2026/07/1421150.0%
aoi7sg (Rank 21)2026/07/14550100.0%
dalmax72 (Rank 25)2026/07/1461516.7%
ら族 (Rank 22)2026/07/1431233.3%
紫荆一头牛 (Rank 24)2026/07/1332166.7%
てぃーえむ (Rank 22)2026/07/062020.0%
kazu (Rank 30)2026/07/062020.0%
omuretukun (Rank 21)2026/07/0221150.0%
cs2skoda (Rank 22)2026/06/30440100.0%
NoBunnyNoLife (Rank 23)2026/06/302020.0%
Shako_P (Rank 23)2026/06/2831233.3%
kimxxxtt (Rank 23)2026/06/2852340.0%
E.J (Rank 23)2026/06/282020.0%
パニガーレ (Rank 23)2026/06/28330100.0%
やきそばん (Rank 21)2026/06/2431233.3%
我的名字叫顺溜 (Rank 22)2026/06/2242250.0%
potimaru1059 (Rank 22)2026/06/172020.0%
mokoha_jean (Rank 22)2026/06/1551420.0%
へなちょこ大作戦 (Rank 20)2026/05/3031233.3%
avolpe (Rank 24)2026/05/2331233.3%

Round openings

El Blaze

Career
466–645 · 41.9%
This season
174 matches · 45.4%
Peak rank
24

First hit in 34.8% of 696 rounds. Won 47.9% of the rounds they struck first, 45.8% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 50.6% of rounds, against 34.6% in their other rounds.
  • After opening the round before by evading: evades first in 48.1% of rounds, against 25.2% after anything else.
  • After opening the round before with “evade down”: opens with “evade down” in 31.2% of rounds, against 7.6% after anything else.

How is this tested?

evade down8211.8%
Backswing Rocket1P+K7110.2%
Tornado Spin (Deflect)P+K+G into Heartbreak SmashP+K+GP608.6%
evade up547.8%
High Spin KickK+G355.0%
evade up into Jumping Hammer Knuckle8P+K243.4%
Jumping Hammer Knuckle8P+K233.3%
Low Spin Kick2K+G223.2%
guardG202.9%
evade up into High Spin KickK+G172.4%
Darkness Hammer2P+K142.0%
Demon Dance9P+K into Demon's Tail9P+KK131.9%
Fade Roll Kick7K131.9%
ElbowP+K121.7%
Low Drop Kick1K+G121.7%

102 further openings account for the other 225 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira4–11 · 27%5–7 · 42%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: 3 of 15 tests hold up