VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

El Blaze

キーウィマスク

  • Shun
  • Brad
  • Taka
  • Lei Fei
  • Jeffry
Career matches1,328
Career win rate55.6%
Round win rate49.2%
Peak rank33
Distinct opponents121
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1454 #2,310 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 Blaze3377545432158.6%
Brad2724812312549.6%
Shun2923512910654.9%
Taka2652252748.1%
Lei Fei26104640.0%
Jeffry2683537.5%

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

1,144 of 1,255 rounds counted

10.5 inputs a second (629 a minute) this season. Faster than 97% of the 4,069 regulars with enough rounds counted to compare.

By character played

Shun10.7641530
Brad10.1607418
El Blaze11.066094
Taka10.060046
Lei Fei10.462430
Jeffry10.462726

By opponent's character

Akira10.2612194
Wolf10.7644157
Jeffry10.8646116
Jacky10.5628126
Aoi10.764367
Jean10.965671
Lau10.361759
Sarah9.959745
El Blaze10.060138
Goh11.066027
Kage10.663350
Pai10.663639
Lion10.260934
Vanessa10.261428
Shun10.261025
Lei Fei10.260918
Taka10.865020
Eileen10.261113
Brad9.758010
Dural10.76407

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

Akira47262155.3%+2.6
Wolf45232251.1%-1.6
Jeffry36152141.7%-2.7
Jacky32112134.4%-14.2
Aoi1991047.4%-3.3
Jean1712570.6%+28.6
Lau1661037.5%-8.5
Sarah135838.5%-10.2
El Blaze128466.7%+17.7
Goh1210283.3%+36.0
Kage126650.0%+7.8
Pai126650.0%-2.5
Lion93633.3%-4.5
Vanessa94544.4%-11.7
Shun76185.7%+32.6
Lei Fei5050.0%-36.1
Taka51420.0%-32.4
Eileen3030.0%-56.2
Brad220100.0%+24.1
Dural21150.0%+0.0

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.

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

Octagon53292454.7%+6.1
Breakable Half Fence51262551.0%-1.3
Low Fence35231265.7%+18.8
Rectangle34132138.2%-8.8
Full Fence31121938.7%-14.6
Single Wall27111640.7%-4.7
Half Fence24111345.8%-8.9
Breakable Full Fence2281436.4%-8.8
Open1551033.3%-7.6
Full Fence and Open117463.6%+22.7

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21546.0%49.9%-3.9
No walls7750.6%46.0%+4.7

Walls against open: -8.6 points (95% range -23.2 to +6.1), p 0.252 — 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

cokeshi (Rank 29)2026/08/2252340.0%
マクシミリアン15世 (Rank 28)2026/08/0471614.3%
juste (Rank 29)2026/08/0463350.0%
AgnusDei (Rank 27)2026/07/304040.0%
M&E (Rank 25)2026/07/2576185.7%
chileung18 (Rank 32)2026/07/2541325.0%
けつ毛バーガー相場 (Rank 24)2026/07/2453260.0%
A56-7W (Rank 27)2026/07/234040.0%
BigBoin (Rank 32)2026/07/234040.0%
フルメタル (Rank 29)2026/07/1893633.3%
タイヨウ (Rank 29)2026/07/1886275.0%
CELIS (Rank 27)2026/07/1642250.0%
r1s1d8 (Rank 27)2026/07/1676185.7%
yasai (Rank 21)2026/07/1643175.0%
無槪念野獸/무개념야수 (Rank 26)2026/07/1642250.0%
μ (Rank 26)2026/07/1643175.0%
imhanzo (Rank 27)2026/07/1052340.0%
xXsoul-childXx (Rank 28)2026/07/0253260.0%
ありがとナス (Rank 27)2026/06/1141325.0%
ヒ・ジハー (Rank 26)2026/06/1152340.0%
tawava (Rank 30)2026/06/1162433.3%
攻撃j (Rank 23)2026/05/294040.0%
kyu (Rank 25)2026/05/2953260.0%
鳶飛戾天,魚躍於淵 (Rank 24)2026/05/2874357.1%
zakisan (Rank 34)2026/05/2252340.0%

Round openings

Every character

crouch into Haisenchu1P705.6%
evade down594.7%
crouch into Gyou'in Haishu3P514.1%
Sway Back4P+K+G into Mighty Knee UpperK473.8%
crouch into Fukuchougeki2P413.3%
crouch into Sit Jab362.9%
evade up302.4%
RengekiPP into Saishu RenkangekiPPP292.3%
Sway Back4P+K+G into BreakdownP+K241.9%
guardG221.8%
evade down into guardG211.7%
Kouhi Tentai7K+G201.6%
Sway Back4P+K+G into Sway Back LowK+G191.5%
crouch dash forward into evade down171.4%
guardG into evade down161.3%

325 further openings account for the other 748 rounds.

Counted from 313 of the 315 matches played. The rest were not pulled for openings.

Shun

Career
129–106 · 54.9%
This season
138 matches · 52.2%
Peak rank
29

First hit in 61.3% of 551 rounds. Won 53.2% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

  • Against Jeffry: waits first in 49.4% of rounds, against 33.2% against everyone else.
  • When ahead: attacks straight away in 48.0% of rounds, against 31.8% when level or behind.
  • After losing a round: opens with “crouch into 1P Haisenchu” in 17.6% of rounds, against 9.6% after winning one.
  • When behind: opens with “crouch into 1P Haisenchu” in 21.2% of rounds, against 7.6% when ahead or level.

How is this tested?

crouch into Haisenchu1P7012.7%
crouch into Gyou'in Haishu3P519.3%
crouch into Fukuchougeki2P417.4%
RengekiPP into Saishu RenkangekiPPP295.3%
evade down224.0%
Kouhi Tentai7K+G203.6%
punchP into RengekiPP152.7%
punchP into Chougeki RigoutaiPK142.5%
evade down into Kasen Zenbokushou6PP122.2%
guardG112.0%
offensive move into Gyousentai2K112.0%
evade down into guardG101.8%
crouch dash forward into evade down91.6%
Honshin Rensenkyaku4K+G81.4%
evade up81.4%

123 further openings account for the other 220 rounds.

By stage type

Record against each character on walled and open stages, as Shun

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jeffry2–11 · 15%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?

Brad

Career
123–125 · 49.6%
This season
122 matches · 46.7%
Peak rank
27

First hit in 41.4% of 469 rounds. Won 52.6% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • Against Wolf: waits first in 31.2% of rounds, against 12.6% against everyone else.
  • After winning a round: attacks straight away in 61.8% of rounds, against 46.1% after losing one.
  • When ahead: attacks straight away in 64.7% of rounds, against 46.2% when level or behind.
  • Against Akira: opens with “4P+K+G Sway Back into K Mighty Knee Upper” in 17.7% of rounds, against 8.0% against everyone else.
  • After losing a round: opens with “crouch into 2P Sit Jab” in 11.1% of rounds, against 4.7% after winning one.

How is this tested?

Sway Back4P+K+G into Mighty Knee UpperK479.9%
crouch into Sit Jab2P357.4%
evade down306.3%
Sway Back4P+K+G into BreakdownP+K245.1%
evade up214.4%
Sway Back4P+K+G into Sway Back LowK+G194.0%
Jab StraightPP into Combination UpperPPP112.3%
guardG112.3%
Jolt Upper3P into Jolt Upper~Spin Kick3PK102.1%
Turn Savate44K102.1%
Stop Kick4K into forward movement91.9%
evade down into guardG91.9%
guardG into evade down91.9%
Elbow Hook6P into forward movement81.7%
Jolt Upper3P into Jolt Double Shot3PP+K81.7%

108 further openings account for the other 212 rounds.

Counted from 120 of the 122 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Brad

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira9–10 · 47%0–4 · 0%too few to test
Wolf7–8 · 47%3–0 · 100%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.

2 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?

El Blaze

Career
454–321 · 58.6%
This season
27 matches · 55.6%
Peak rank
33

First hit in 50.9% of 108 rounds. Won 60.0% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Fade Roll Kick7K1312.0%
backdash into Darkness Sword43K+G109.3%
Volcano Upper4P+K65.6%
Quick HookPP into Keen Edge ComboPPP54.6%
backward movement into Shadow Strike6P54.6%
Shadow Strike6P43.7%
evade up into Fade Roll Kick7K43.7%
Fade Roll Kick7K into kickK32.8%
Fake Roll41236P into VenusP32.8%
Shadow Spin Kick4PK into Shadow Storm Combo4PKP32.8%
backdash into Hammer Smash46P+K32.8%
Demon Dance9P+K into Demon's Tail9P+KK21.9%
Drop Kick9K21.9%
Fade Roll Kick7K into Death Scythe Slash8K21.9%
Fade Roll Kick7K into evade up21.9%

35 further openings account for the other 41 rounds.

Taka

Career
25–27 · 48.1%
This season
15 matches · 46.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Morotezuki66P into Morote Tsuppari66PP1524.2%
crouch into Shita Harite2P1321.0%
punchP into Tsuppari 2PP34.8%
Mawashi Harite44P23.2%
backdash into Kachi'age33P+K23.2%
kickK23.2%
punchP23.2%
Kachi'age33P+K into Chu Tsuppari6P+K11.6%
Kachi'age33P+K into Takatsumehashi3P+K11.6%
Mawashi Harite44P into Aka'oni MidaremageP+K11.6%
Sokubi Otoshi41236P into Tsuppari 2PP11.6%
Takatsumehashi3P+K11.6%
Tsuppari 2PP into Tsuppari 3PPP11.6%
Tsuppari 3PPP into Tsuppari 4PPPP11.6%
Yoko Harite4P11.6%

15 further openings account for the other 15 rounds.

Lei Fei

Career
4–6 · 40.0%
This season
7 matches · 28.6%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down413.3%
SokutankyakuK+G into Shishi DaichoukouK+GP26.7%
crouch into Kaisei Tento1P+K26.7%
offensive move26.7%
offensive move into kickK26.7%
Chinheki4P+K into Hekizan Jujikou4P+KP13.3%
Dokuritsu Shiki8P+K+G13.3%
Nehan Shiki1P+K+G into Honsha Teiken (Deflect)P+K13.3%
Nehan Shiki1P+K+G into Honshin KouryoukyakuK13.3%
Sayu ShoukenPP into Renkan MahosuiPPP13.3%
Shatenshou33P into Shaten Renshou33PP13.3%
Shazen Tenshin Haikyaku8K into Tenshin Senputai8KK13.3%
backdash into Chinheki4P+K13.3%
crouch dash forward into Dokuritsu Shiki8P+K+G13.3%
crouch into Bunkyaku3K13.3%

8 further openings account for the other 8 rounds.

Jeffry

Career
3–5 · 37.5%
This season
6 matches · 16.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Low Knuckle2P415.4%
backdash into Double Hammer Down43P311.5%
backdash into Rising Hammer43PP27.7%
backdash into Tsunami Beat3K+G27.7%
crouch dash forward into evade down27.7%
crouch dash forward into guardG27.7%
punchP27.7%
Double KnucklePP into Double Knuckle~UpperPPP13.9%
Knee Push4K into Knee Push Wild Hook4KP13.9%
Low Knuckle2P13.9%
Middle Hell Stab6P+K into Body CrushP+K13.9%
crouch dash forward into throwP+G13.9%
crouch into Double Upper3PP13.9%
evade down13.9%
evade down into guardG13.9%

1 further openings account for the other 1 rounds.

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 (31 here; about 1.6 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

  • Shun: 4 of 17 tests hold up
  • Brad: 5 of 14 tests hold up
  • El Blaze: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)