VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

HaseMasa

Career matches13,670
Career win rate46.5%
Round win rate48.7%
Peak rank28
Distinct opponents692
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1419 #2,544 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 Blaze2813,6706,3637,30746.5%

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

7,278 of 8,406 rounds counted

5.6 inputs a second (337 a minute) this season. Faster than 10% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze5.63377,278

By opponent's character

Akira5.5331967
Wolf5.7344893
Jacky5.7340741
Aoi5.5333509
Sarah5.5330462
Pai5.6338451
Shun5.7339413
Goh5.6333345
Jeffry5.6337290
Lion5.9354321
Kage5.5328257
Brad5.6337305
Eileen5.7340246
Lau5.6339256
El Blaze5.8345209
Jean5.3320169
Lei Fei5.6336161
Vanessa5.7342170
Taka5.3318103
Dural5.734110

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

Akira26514611955.1%+5.8
Wolf2559615937.6%-10.3
Jacky2009011045.0%-2.5
Aoi158916757.6%+5.7
Sarah134736154.5%+8.4
Pai127705755.1%+7.1
Shun121497240.5%-4.4
Goh100485248.0%+0.1
Jeffry100465446.0%-1.5
Lion99603960.6%+11.5
Kage82414150.0%-0.2
Brad75344145.3%-5.1
Eileen67254237.3%-6.3
Lau67283941.8%-5.5
El Blaze62342854.8%+6.7
Jean56253144.6%-0.7
Lei Fei51163531.4%-13.7
Vanessa48262254.2%+5.7
Taka2762122.2%-21.7
Dural21150.0%-4.3

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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 Fence23912511452.3%+2.0
Breakable Half Fence22811711151.3%+5.2
Single Wall2251279856.4%+8.3
Half Fence2119411744.5%-6.0
Breakable Full Fence2059211344.9%-2.5
Octagon1999110845.7%-3.2
Low Fence1959310247.7%+2.9
Rectangle1908910146.8%-0.1
Open1878510245.5%-2.5
Full Fence and Open111525946.9%-0.0

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
Walls1,27247.8%48.4%-0.6
No walls60750.2%47.4%+2.9

Walls against open: -3.5 points (95% range -8.1 to +1.2), p 0.145 — 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

nihikibito (Rank 23)2026/10/16169756.2%
orz (Rank 29)2026/10/16105550.0%
SakuRa (Rank 25)2026/10/16105550.0%
moga_moga24 (Rank 25)2026/10/161410471.4%
nyu_necoginjo (Rank 27)2026/10/151641225.0%
yasai (Rank 24)2026/10/141411378.6%
sakana5106 (Rank 24)2026/10/09114736.4%
omuretukun (Rank 24)2026/10/08147750.0%
kota_mofumofu (Rank 23)2026/10/08106460.0%
masabon734 (Rank 26)2026/10/081321115.4%
たけし (Rank 24)2026/09/301441028.6%
たかティン (Rank 24)2026/09/301413192.9%
なっちゃんねる (Rank 27)2026/09/291441028.6%
neco (Rank 23)2026/09/271412285.7%
zxyzguy (Rank 25)2026/09/22116554.5%
M&E (Rank 24)2026/09/1640182245.0%
★★★★★ (Rank 29)2026/09/151321115.4%
kupipi_ff11 (Rank 26)2026/09/15135838.5%
ねね (Rank 27)2026/09/12103730.0%
AiokometeZ (Rank 24)2026/09/11108280.0%
Gun-Interceptor (Rank 28)2026/08/28147750.0%
委員ちょ (Rank 21)2026/08/24106460.0%
HoAssYoAss (Rank 24)2026/08/23104640.0%
kanreki-jijii (Rank 21)2026/08/231110190.9%
μ (Rank 25)2026/08/041221016.7%

Round openings

El Blaze

Career
6,363–7,307 · 46.5%
This season
2,096 matches · 48.0%
Peak rank
28

First hit in 54.0% of 7,390 rounds. Won 51.0% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 26.8% of rounds, against 17.6% in their other rounds.
  • After winning a round: evades first in 13.2% of rounds, against 4.6% after losing one.
  • When ahead: evades first in 11.8% of rounds, against 6.2% when level or behind.
  • In round 1: opens with “G guard” in 12.3% of rounds, against 6.8% in their other rounds.
  • Against Akira: opens with “1P+K Backswing Rocket” in 9.9% of rounds, against 6.6% against everyone else.
  • On Octagon stages: opens with “evade up into 7K Fade Roll Kick” in 7.2% of rounds, against 4.4% on the other stages.
  • After winning a round: opens with “7K Fade Roll Kick” in 19.3% of rounds, against 5.2% after losing one.
  • When ahead: opens with “7K Fade Roll Kick” in 17.8% of rounds, against 7.7% when level or behind.

How is this tested?

Fade Roll Kick7K78710.6%
guardG6078.2%
Backswing Rocket1P+K5217.0%
evade up into Fade Roll Kick7K3444.6%
Low Drop Kick1K+G3344.5%
crouch into Middle Kick3K2373.2%
Demon Dance9P+K into Demon's Tail9P+KK2172.9%
High Spin KickK+G1842.5%
punchP1742.3%
kickK1612.2%
kickK into Midday HeatKK1341.8%
crouch into Low Spin Kick2K+G1191.6%
Rolling Low Knuckle1P1161.6%
backdash into backward movement961.3%
punchP into kickK851.1%

528 further openings account for the other 3,329 rounds.

Counted from 1,862 of the 2,096 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
Akira79–70 · 53%36–19 · 65%-15.6
Wolf57–89 · 39%17–28 · 38%-1.6
Jacky50–58 · 46%25–30 · 45%+8.0
Aoi43–37 · 54%31–17 · 65%-9.1
Sarah39–32 · 55%25–21 · 54%+4.0
Shun32–52 · 38%11–17 · 39%too few to test
Pai35–32 · 52%22–17 · 56%-6.2
Jeffry31–27 · 53%9–17 · 35%too few to test
Goh25–33 · 43%14–13 · 52%too few to test
Lion29–21 · 58%12–6 · 67%too few to test
Kage19–25 · 43%16–11 · 59%too few to test
Brad19–24 · 44%8–8 · 50%too few to test
El Blaze21–16 · 57%6–9 · 40%too few to test
Lau10–13 · 43%10–12 · 45%too few to test
Eileen12–16 · 43%6–10 · 38%too few to test
Jean14–19 · 42%7–4 · 64%too few to test
Lei Fei8–26 · 24%6–7 · 46%too few to test
Vanessa15–10 · 60%6–6 · 50%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.

234 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 (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: 8 of 18 tests hold up