VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

rikojjang

  • Jeffry
  • Akira
  • Kage
  • Lau
  • Brad
  • Lion
  • Goh
Career matches7,348
Career win rate72.1%
Round win rate63.6%
Peak rank41
Distinct opponents93
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1884 #171 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 Blaze391,05770735066.9%
Lion4188762326470.2%
Akira4086162423772.5%
Kage4069150518673.1%
Lau3967745921867.8%
Pai—62846416473.9%
Jeffry4060547213378.0%
Brad3959641118569.0%
Goh3950737713074.4%
Shun—48537111476.5%
Jean—3542886681.4%

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

140 of 999 rounds counted

8.3 inputs a second (496 a minute) this season. Faster than 76% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze8.148846
Lau8.450232
Brad8.249435
Lion8.651715
Goh8.148612

By opponent's character

Shun8.450729
Pai8.450311
Wolf8.048222
Akira8.651722
Lion9.054213
Brad7.947612
Taka7.545216
Sarah7.94769
Jean8.24916

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

Shun46331371.7%+3.6
Jacky33201360.6%-8.3
Pai2719870.4%+1.3
Wolf2520580.0%+0.9
Akira2216672.7%+0.7
Lion1510566.7%-4.0
Brad129375.0%+10.8
Kage1211191.7%+16.6
Taka127558.3%-2.8
Lau116554.5%-9.6
Sarah117463.6%+0.1
Goh770100.0%+7.4
Jeffry75271.4%-14.3
Jean61516.7%-37.5
Aoi54180.0%-6.1
El Blaze54180.0%+17.9
Dural220100.0%+21.1
Lei Fei220100.0%+38.7

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

Low Fence3526974.3%+2.7
Half Fence34231167.7%+1.6
Open30171356.7%-12.4
Octagon2921872.4%-5.4
Rectangle2718966.7%+1.8
Single Wall2719870.4%+2.7
Full Fence2316769.6%-7.6
Breakable Full Fence1411378.6%+11.0
Breakable Half Fence129375.0%+2.7
Full Fence and Open440100.0%+17.6

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13970.5%70.7%-0.2
No walls9267.4%69.3%-1.9

Walls against open: +1.7 points (95% range -9.7 to +13.2), p 0.766 — 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

ぁ     やごろ (Rank 36)2026/08/3165183.3%
manatsu_7 (Rank 42)2026/08/3042250.0%
PuzzG/ぱず爺 (Rank 36)2026/08/30550100.0%
かえる (Rank 38)2026/08/2632166.7%
ちゃあ (Rank 38)2026/08/2664266.7%
Source-chaude-Pa (Rank 38)2026/05/1062433.3%
lesser-pram7 (Rank 40)2026/05/1096366.7%
hitosasiyubi777 (Rank 37)2026/05/0686275.0%
タカアラシと心中 (Rank 41)2026/05/063030.0%
ほーげつ (Rank 24)2026/05/06440100.0%
ctraum (Rank 34)2026/05/0553260.0%
パパ (Rank 38)2026/04/2642250.0%
nidaimebannai (Rank 39)2026/04/22440100.0%
omasu_miyazaki (Rank 37)2026/04/22147750.0%
M&E (Rank 23)2026/04/22660100.0%
Tukuyomi_4X (Rank 10)2026/04/22440100.0%
筋トレ職人 (Rank 34)2026/04/2254180.0%
Lidly (Rank 37)2026/04/04330100.0%
Sleipnir-kzm (Rank 36)2026/03/3043175.0%
ふかふか (Rank 35)2026/03/3032166.7%
ManEater (Rank 36)2026/03/3065183.3%
村長~災禍の中心~ (Rank 39)2026/03/3021111052.4%
龍仙人【鬼手仏心】 (Rank 26)2026/03/2832166.7%
nassy-0106 (Rank 38)2026/03/2852340.0%
オムレツハンター© (Rank 32)2026/03/2854180.0%

Round openings

Every character

forward movement into punchP888.8%
backdash into evade up808.0%
backdash into evade down535.3%
forward movement into backdash353.5%
forward movement into Sit Jab343.4%
forward movement into Low Knuckle2P222.2%
Rimon Chouchu66P202.0%
backdash into throwP+G151.5%
backdash into Double Hammer Down43P131.3%
backdash into Goko Shutsudou3K+GP131.3%
backdash into Volcano Upper4P+K131.3%
Ura Tsumujigeri44K121.2%
forward movement into Rolling Low Knuckle1P121.2%
backdash into Toe Kick2K111.1%
forward dash into evade up111.1%

284 further openings account for the other 568 rounds.

El Blaze

Career
707–350 · 66.9%
This season
108 matches · 64.8%
Peak rank
39

First hit in 49.1% of 426 rounds. Won 62.2% of the rounds they struck first, 58.1% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade up4410.3%
backdash into evade down327.5%
forward movement into Sit Jab2P317.3%
forward movement into punchP194.5%
forward movement into backdash143.3%
backdash into Volcano Upper4P+K133.0%
forward movement into Rolling Low Knuckle1P122.8%
backdash into Sit Jab2P92.1%
forward dash into evade up92.1%
up-back kick+guard7K+G92.1%
Shadow Strike6P81.9%
forward dash into Rolling Low Knuckle1P71.6%
backdash into Head Smash Kick46K61.4%
backdash into Middle Kick3K61.4%
backdash into throwP+G61.4%

107 further openings account for the other 202 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun10–6 · 62%1–2 · 33%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?

Jeffry

Career
472–133 · 78.0%
This season
61 matches · 82.0%
Peak rank
40

First hit in 63.0% of 211 rounds. Won 78.2% of the rounds they struck first, 68.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP4822.2%
forward movement into Low Knuckle2P2210.2%
backdash into evade down177.9%
backdash into evade up146.5%
backdash into Double Hammer Down43P136.0%
backdash into Toe Kick2K115.1%
forward movement into Double KnucklePP115.1%
backward movement into evade up52.3%
Low Knuckle2P41.9%
backdash into Hell Claw236P41.9%
backdash into Middle Hell Stab6P+K41.9%
Elbow Butt6P31.4%
backdash into Body CrushP+K31.4%
backdash into Double KnucklePP31.4%
backdash into forward dash31.4%

40 further openings account for the other 51 rounds.

Akira

Career
624–237 · 72.5%
This season
37 matches · 75.7%
Peak rank
40

First hit in 53.6% of 140 rounds. Won 73.3% of the rounds they struck first, 60.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P2014.3%
backdash into Goko Shutsudou3K+GP139.3%
backdash into evade up75.0%
Rimon Chouchu66P into forward dash64.3%
forward dash into Jouho Touken6P64.3%
forward movement into backdash64.3%
forward movement into punchP53.6%
backdash into Senzankou66P+K42.9%
backdash into Youhou33P42.9%
forward movement into Goko Shutsudou3K+GP42.9%
guardG into Goko Shutsudou3K+GP42.9%
backdash into throwP+G32.1%
crouch into Housui2P32.1%
Housui2P into forward dash21.4%
Rimon Chouchu66P into crouch dash forward21.4%

40 further openings account for the other 51 rounds.

Kage

Career
505–186 · 73.1%
This season
18 matches · 72.2%
Peak rank
40

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ura Tsumujigeri44K1216.0%
forward movement into punchP810.7%
Hiji'uchi6P45.3%
Kouten63214P34.0%
backdash into Gen'you4K+G34.0%
backdash into evade up34.0%
forward movement into Senpujin2P+K34.0%
backdash into Nakageri3K22.7%
backdash into Senpujin2P+K22.7%
backdash into evade down22.7%
forward dash into Hiji'uchi6P22.7%
forward dash into guardG22.7%
forward movement into Hagakure-ryu In Raijingeki46P+K22.7%
forward movement into Rasen4P22.7%
forward movement into backdash22.7%

23 further openings account for the other 23 rounds.

Lau

Career
459–218 · 67.8%
This season
17 matches · 58.8%
Peak rank
39

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up913.6%
forward movement into backdash710.6%
forward movement into Souchuken2P69.1%
crouch dash back into guardG46.1%
forward movement into punchP46.1%
forward movement into Fukko Kensou1P34.5%
Souchuken2P23.0%
Souko Sensou66P+K23.0%
backdash into throwP+G23.0%
crouch into Souchuken2P23.0%
forward movement into Chugeki6P23.0%
forward movement into Senkyaku Chushou3KP23.0%
Chugeki6P11.5%
Enjin Senpukyaku4K+G11.5%
Fukko Kensou1P11.5%

18 further openings account for the other 18 rounds.

Brad

Career
411–185 · 69.0%
This season
9 matches · 66.7%
Peak rank
39

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sway Back4P+K+G into Jab StraightPP38.6%
backdash into evade up38.6%
forward movement into Sit Jab2P38.6%
forward movement into backdash38.6%
forward movement into punchP25.7%
Sit Jab2P12.9%
Sway Back4P+K+G into punchP12.9%
backdash into Destruction Body3P+K12.9%
backdash into Jackal Straight46P+K12.9%
backdash into Jolt Upper~Spin Kick3PK12.9%
backdash into Middle Kick3K12.9%
evade down into Sit Jab2P12.9%
forward dash into punchP12.9%
forward movement into Combination LowPPK12.9%
forward movement into Dtee Sawk Dtrohng4P+K12.9%

11 further openings account for the other 11 rounds.

Lion

Career
623–264 · 70.2%
This season
7 matches · 42.9%
Peak rank
41

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K413.8%
crouch into Katousui2P413.8%
backdash into Sentai4K26.9%
forward movement into backdash26.9%
forward movement into punchP26.9%
Senputai8K13.5%
Shicchi Soutai3K+G13.5%
backdash into Dantai3K13.5%
backdash into Senshippo66P13.5%
backdash into evade down13.5%
backward movement into Banchu6P13.5%
forward dash into Dantai3K13.5%
forward movement into Juchou Senshou8P+K13.5%
forward movement into Katousui2P13.5%
forward movement into Rensui SoushuPPP+K13.5%

5 further openings account for the other 5 rounds.

Goh

Career
377–130 · 74.4%
This season
3 matches · 100.0%
Peak rank
39

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Sune'uchi2P216.7%
backdash into Maegeri3K18.3%
backdash into evade down18.3%
crouch dash back into punchP18.3%
crouch into Sune'uchi2P18.3%
evade down into guardG18.3%
forward movement into Ni'oudaoshi3K+G18.3%
forward movement into Shouda~KasumigoroshiPK18.3%
forward movement into backdash18.3%
forward movement into guardG18.3%
guardG into backdash18.3%

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 (12 here; about 0.6 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

  • El Blaze: 0 of 12 tests hold up
  • Jeffry: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Goh: not tested (too few rounds)