VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

いくお

  • Goh
  • Jacky
  • Brad
  • Wolf
Career matches16,031
Career win rate60.8%
Round win rate57.9%
Peak rank44
Distinct opponents376
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1909 #126 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 Blaze4415,9269,6726,25460.7%
Jacky3458411770.7%
Goh3337231462.2%
Brad3352340.0%
Wolf3353260.0%

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

10,217 of 13,239 rounds counted

11.0 inputs a second (658 a minute) this season. Faster than 98% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze11.06599,959
Goh10.5632119
Jacky10.462490
Brad8.853028
Wolf11.468221

By opponent's character

Lau10.96551,567
Akira11.2671743
Jacky11.3675828
Lion10.9654782
Kage11.0660627
Lei Fei10.9656606
Brad10.8648544
Sarah10.8645566
Goh11.3681520
Shun11.0660475
Pai10.6636476
Jeffry11.0661286
Aoi11.0658377
Vanessa10.8649360
Jean10.8650309
Wolf11.7704301
Eileen10.9655303
El Blaze10.9654333
Taka10.6638137
Dural9.557277

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

Lau45427018459.5%-2.7
Akira29618611062.8%+1.6
Jacky2571718666.5%+3.4
Lion2281438562.7%-1.7
Kage2231418263.2%+1.1
Lei Fei1911028953.4%-9.9
Brad1811166564.1%-1.2
Sarah1771235469.5%+4.2
Goh1631065765.0%+1.9
Shun1541163875.3%+7.8
Pai138776155.8%-9.2
Jeffry116704660.3%-4.7
Aoi114684659.6%-2.2
Vanessa111793271.2%+4.1
Jean108792973.2%+6.0
Wolf108733567.6%+2.8
Eileen107792873.8%+8.8
El Blaze105713467.6%-2.9
Taka48301862.5%-0.9
Dural1811761.1%-7.7

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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 Fence34622612065.3%-0.0
Half Fence34020513560.3%-5.1
Octagon34022511566.2%+1.3
Full Fence33821911964.8%+0.9
Breakable Half Fence33321212163.7%+0.5
Single Wall32620911764.1%+0.1
Breakable Full Fence31419611862.4%-1.4
Open30419411063.8%+0.3
Rectangle2881899965.6%+2.6
Full Fence and Open1951237263.1%+0.9

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1,95363.8%64.0%-0.2
No walls97664.4%64.3%+0.1

Walls against open: -0.3 points (95% range -4.6 to +3.9), p 0.875 — 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

jikacho-Gigas (Rank 42)2026/09/2831211067.7%
CrossGorgonzola (Rank 43)2026/09/2862372559.7%
shenron0321 (Rank 42)2026/09/2532211165.6%
kothiyasanae (Rank 45)2026/09/2553134024.5%
ちび太☆らふぁ~る (Rank 42)2026/09/2563362757.1%
jean (Rank 42)2026/09/2574462862.2%
かめやま (Rank 43)2026/09/2441202148.8%
manatsu_7 (Rank 43)2026/09/24112555749.1%
ikkyusaaan (Rank 40)2026/09/2234231167.7%
ス~パ~オヤツマ~ン (Rank 43)2026/09/2259293049.1%
expensive-sand (Rank 36)2026/09/1828171160.7%
pesonkun0519 (Rank 41)2026/09/1228181064.3%
ATTIME (Rank 39)2026/09/1241271465.8%
かっこいいらう (Rank 44)2026/09/1255282750.9%
めがじぇね (Rank 43)2026/09/1039172243.6%
cyomiko (Rank 41)2026/09/0958441475.9%
堂島様 (Rank 43)2026/09/0867313646.3%
ハマラウ (Rank 42)2026/09/0643271662.8%
カルティカ (Rank 41)2026/09/0275453060.0%
rocku (Rank 41)2026/08/304135685.4%
ハティーン (Rank 40)2026/08/2842291369.0%
藪からBOY (Rank 43)2026/08/2873462763.0%
GP (Rank 40)2026/08/0429161355.2%
キルア (Rank 42)2026/07/2837221559.5%
せろり☆ (Rank 43)2026/05/2335122334.3%

Round openings

Every character

backdash into High-Speed Jab46P1,1708.8%
backdash into evade down1,0527.9%
backdash into Rising Back Spin Kick46PPK9136.9%
backdash into evade up7615.7%
crouch dash forward into evade down5153.9%
evade up into forward dash3943.0%
backdash into forward dash3722.8%
backdash into Darkness Sword43K+G3412.6%
forward dash into Volcano Upper4P+K3272.5%
Straight6P+K into Quick Combo6P+KP3262.5%
backdash2722.0%
forward dash into Rolling Low Knuckle1P2672.0%
forward dash into throwP+G2521.9%
evade down into forward dash2411.8%
Shadow Lance66K2381.8%

474 further openings account for the other 5,814 rounds.

El Blaze

Career
9,672–6,254 · 60.7%
This season
3,233 matches · 64.0%
Peak rank
44

First hit in 51.5% of 12,934 rounds. Won 61.0% of the rounds they struck first, 54.4% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 14.6% of rounds, against 11.3% in their other rounds.
  • Against Lion: evades first in 51.6% of rounds, against 7.3% against everyone else.
  • On Rectangle stages: attacks straight away in 15.4% of rounds, against 11.7% on the other stages.
  • After opening the round before by evading: evades first in 39.1% of rounds, against 6.9% after anything else.
  • After the opponent opened the round before by moving in: attacks straight away in 15.4% of rounds, against 11.7% after anything else.
  • After losing a round: moves in first in 25.0% of rounds, against 16.5% after winning one.
  • When behind: moves in first in 25.3% of rounds, against 17.4% when ahead or level.
  • Against a Shun on 5+ drinks: moves in first in 38.9% of rounds, against 14.0% against a Shun on other counts.
  • In round 1: opens with “backdash into evade up” in 6.5% of rounds, against 5.4% in their other rounds.
  • Against Jacky: opens with “crouch dash forward into evade down” in 23.6% of rounds, against 2.3% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 17.5% of rounds, against 4.7% after anything else.

How is this tested?

backdash into High-Speed Jab46P1,1709.0%
backdash into evade down1,0157.8%
backdash into Rising Back Spin Kick46PPK9137.0%
backdash into evade up7395.7%
crouch dash forward into evade down5073.9%
evade up into forward dash3883.0%
backdash into forward dash3622.8%
backdash into Darkness Sword43K+G3412.6%
forward dash into Volcano Upper4P+K3272.5%
Straight6P+K into Quick Combo6P+KP3262.5%
backdash2682.1%
forward dash into Rolling Low Knuckle1P2672.0%
forward dash into throwP+G2511.9%
Shadow Lance66K2381.8%
evade down into forward dash2361.8%

407 further openings account for the other 5,649 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lau152–87 · 64%84–70 · 55%+9.9
Akira105–58 · 64%49–28 · 64%+0.5
Jacky101–49 · 67%47–22 · 68%+2.6
Kage84–50 · 63%42–20 · 68%-8.1
Lion87–53 · 62%36–23 · 61%+0.7
Lei Fei51–52 · 50%35–29 · 55%-7.8
Brad67–46 · 59%41–15 · 73%-16.4
Sarah60–29 · 67%40–19 · 68%too few to test
Goh59–32 · 65%35–17 · 67%too few to test
Shun73–25 · 74%28–12 · 70%too few to test
Pai49–40 · 55%19–13 · 59%+2.6
Aoi48–24 · 67%14–17 · 45%too few to test
Jeffry46–30 · 61%18–9 · 67%too few to test
Vanessa52–26 · 67%21–4 · 84%too few to test
Eileen45–22 · 67%22–2 · 92%too few to test
Jean50–22 · 69%21–7 · 75%too few to test
Wolf41–19 · 68%28–13 · 68%+4.8
El Blaze37–18 · 67%21–11 · 66%too few to test
Taka15–10 · 60%9–5 · 64%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

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?

Goh

Career
23–14 · 62.2%
This season
29 matches · 58.6%
Peak rank
33

First hit in 55.5% of 119 rounds. Won 63.6% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1916.0%
backdash into evade up1714.3%
backdash into Karura4P+K1210.1%
backdash into Soukyu46P1210.1%
backdash into Maegeri3K97.6%
backdash into forward dash75.9%
backdash into Shouda~KasumigoroshiPK43.4%
backdash into forward movement43.4%
backdash32.5%
backdash into Batousatsu3KP32.5%
backdash into guardG21.7%
backdash into throw escape21.7%
guardG into evade up21.7%
Garyu66K10.8%
Hiji'ate6P into evade down10.8%

21 further openings account for the other 21 rounds.

Jacky

Career
41–17 · 70.7%
This season
24 matches · 75.0%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1314.4%
crouch dash forward into evade down88.9%
backdash into High Angle Upper Kick6K77.8%
crouch dash forward into guardG66.7%
Dash Hammer Kick66K55.6%
evade down into forward dash55.6%
backdash into Dash Hammer Kick66K33.3%
backdash into Middle Smash6P33.3%
backdash into forward dash33.3%
evade down into crouch dash forward33.3%
forward dash into Slant Back Knuckle1P33.3%
Jab StraightPP into Jab Double StraightPPP22.2%
Step-in Middle Kick66K+G into backward movement22.2%
backdash into Jab StraightPP22.2%
backdash into Squat Straight2P22.2%

21 further openings account for the other 23 rounds.

Brad

Career
2–3 · 40.0%
This season
6 matches · 50.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Destruction Body3P+K27.1%
backdash into Stop Kick4K27.1%
backdash into evade down27.1%
backdash into evade up27.1%
backdash into throw escape27.1%
punchP into Jab StraightPP27.1%
throwP+G27.1%
Ducking6P+K+G into Crush Knee KickK+G13.6%
Middle Spin Kick66K13.6%
Rapid Double JabP+K13.6%
Sharp Shoot1P13.6%
Shovel Hook2P+K into Shovel Hook Double2P+KP13.6%
Spine Whip4P into evade up13.6%
backdash into Jackal Straight46P+K13.6%
backdash into Kao Loy6K+G13.6%

6 further openings account for the other 6 rounds.

Wolf

Career
3–2 · 60.0%
This season
5 matches · 60.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into forward dash523.8%
backdash into evade down314.3%
backdash into Low Drop Kick62K29.5%
Low Hammer2P into forward dash14.8%
backdash into Low Hammer2P14.8%
backdash into Short Shoulder46P+K14.8%
backdash into backward movement14.8%
backdash into evade up14.8%
evade down into Screw Hook63214P14.8%
evade up into Body Blow6P14.8%
evade up into crouch dash forward14.8%
evade up into throw escape14.8%
guardG into Level Back CrushP+K14.8%
guardG into backdash14.8%

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 (18 here; about 0.9 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: 11 of 18 tests hold up
  • Goh: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Wolf: not tested (too few rounds)