VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

dangerlau

Career matches1,112
Career win rate60.2%
Round win rate52.9%
Peak rank40
Distinct opponents106
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1781 #444 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 Blaze401,11267044260.2%

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

1,081 of 1,120 rounds counted

8.4 inputs a second (503 a minute) this season. Faster than 78% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze8.45031,081

By opponent's character

Lau8.3497119
Lion8.8526102
Shun8.249288
Jacky8.651590
Kage8.349886
Vanessa8.349761
Brad8.350062
Akira9.053967
Sarah7.947460
Aoi8.148756
Goh8.450743
Jean8.350047
Wolf8.752050
Lei Fei8.349845
Pai7.847030
El Blaze8.852922
Taka8.349925
Eileen7.947219
Jeffry8.55109

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

Lau3021970.0%+15.1
Lion24101441.7%-10.2
Shun23121152.2%-4.8
Jacky2216672.7%+14.7
Kage2011955.0%+1.7
Vanessa1810855.6%+10.2
Brad1712570.6%+6.5
Akira156940.0%-15.2
Sarah1551033.3%-27.2
Aoi145935.7%-23.0
Goh1412285.7%+26.9
Jean137653.9%-3.4
Wolf128466.7%+16.4
Lei Fei118372.7%+20.9
Pai84450.0%-10.0
El Blaze61516.7%-28.2
Taka62433.3%-30.6
Eileen52340.0%-9.9
Jeffry21150.0%-13.3

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 Wall45222348.9%-12.3
Breakable Half Fence33211263.6%+14.9
Full Fence32191359.4%+1.2
Octagon30181260.0%+5.1
Low Fence29181162.1%+3.7
Breakable Full Fence27101737.0%-17.4
Rectangle25151060.0%+6.9
Half Fence2291340.9%-11.4
Open1711664.7%+4.4
Full Fence and Open86275.0%+21.4

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16954.4%53.8%+0.6
No walls9156.0%59.3%-3.3

Walls against open: +3.9 points (95% range -8.7 to +16.5), p 0.546 — 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

みっちー (Rank 42)2026/10/0763350.0%
愛蒔らぶり (Rank 42)2026/10/0263350.0%
Umemon2026 (Rank 36)2026/09/24440100.0%
PuzzG/ぱず爺 (Rank 36)2026/09/1096366.7%
のりシオン (Rank 42)2026/09/1073442.9%
ケツバッターA (Rank 40)2026/09/1096366.7%
Tokkovanessa_VF (Rank 41)2026/09/104040.0%
Re:Biz (Rank 36)2026/09/1054180.0%
ドランクン//Konpay (Rank 38)2026/09/0953260.0%
漂泊の民回線ジプシー (Rank 38)2026/08/3153260.0%
Nameless_Tumblr (Rank 40)2026/08/3151420.0%
VF12360-PC (Rank 37)2026/08/311510566.7%
指無しライダー (Rank 38)2026/08/3141325.0%
ゼータ(MSZ-006) (Rank 38)2026/08/2764266.7%
zakisan (Rank 37)2026/08/2441325.0%
班 長 (Rank 40)2026/08/0353260.0%
Sore (Rank 36)2026/07/2785362.5%
いくお (Rank 42)2026/07/254040.0%
montanmo (Rank 37)2026/07/1332166.7%
FreddieKing (Rank 35)2026/07/06330100.0%
テクノモデル (Rank 34)2026/07/0642250.0%
たたみん♪ (Rank 35)2026/06/24440100.0%
龍太 (Rank 42)2026/06/1132166.7%
かめやま (Rank 42)2026/06/0632166.7%
OgreAunt (Rank 32)2026/06/0432166.7%

Round openings

El Blaze

Career
670–442 · 60.2%
This season
275 matches · 55.6%
Peak rank
40

First hit in 47.8% of 1,079 rounds. Won 58.0% of the rounds they struck first, 48.3% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 44.2% of rounds, against 24.8% in their other rounds.
  • Against Shun: waits first in 43.2% of rounds, against 28.4% against everyone else.
  • After winning a round: attacks straight away in 54.5% of rounds, against 30.9% after losing one.
  • When ahead: attacks straight away in 50.3% of rounds, against 33.6% when level or behind.
  • In round 4 or later: opens with “9P+K Demon Dance into 9P+KK Demon's Tail” in 12.2% of rounds, against 6.8% in their other rounds.
  • After winning a round: opens with “9P+K Demon Dance into 9P+KK Demon's Tail” in 14.6% of rounds, against 4.1% after losing one.

How is this tested?

Demon Dance9P+K into Demon's Tail9P+KK898.2%
guardG into Volcano Upper4P+K787.2%
High-Speed Jab46P into Shouda46PP716.5%
backdash into Hammer Smash46P+K595.4%
Volcano Upper4P+K534.9%
guardG into evade down524.8%
Shadow Spear6K into forward dash373.4%
guardG363.3%
guardG into Shadow Spear6K343.1%
guardG into throw escape292.7%
up-back kick+guard7K+G into forward dash252.3%
backdash into Head Smash Kick46K222.0%
backdash into evade up201.8%
backdash into Darkness Sword43K+G171.6%
backdash into Volcano Upper4P+K151.4%

162 further openings account for the other 449 rounds.

Counted from 267 of the 275 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
Lion4–8 · 33%5–4 · 56%too few to test
Shun11–7 · 61%1–4 · 20%too few to test
Jacky9–4 · 69%3–2 · 60%too few to test
Lau9–3 · 75%7–3 · 70%too few to test
Kage8–3 · 73%3–5 · 38%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.

8 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?

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: 6 of 15 tests hold up