VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

UMAchan_1128

Career matches1,825
Career win rate49.1%
Round win rate52.8%
Peak rank27
Distinct opponents56
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1507 #1,967 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 Blaze271,82589792849.1%

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

240 of 441 rounds counted

4.9 inputs a second (296 a minute) this season. Faster than 2% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze4.9296240

By opponent's character

Akira4.728428
Aoi5.230923
Jacky5.030233
Shun4.828821
Goh5.130429
Jean5.33195
Jeffry5.33209
Sarah4.82879
Wolf4.527313
Dural5.030321
Kage4.62757
Lion4.929418
Lau5.53298
El Blaze4.82884
Taka4.52689
Lei Fei4.82853

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

Akira20101050.0%-6.6
Aoi1310376.9%+16.2
Jacky116554.5%-1.6
Shun116554.5%+6.7
Goh74357.1%-4.0
Jean61516.7%-32.5
Jeffry63350.0%-8.5
Sarah64266.7%+14.7
Wolf63350.0%+0.3
Dural51420.0%-23.3
Kage440100.0%+35.2
Lion43175.0%+26.2
Brad31233.3%-2.4
Lau32166.7%+4.9
El Blaze21150.0%-8.3
Taka220100.0%+15.9
Eileen1010.0%-36.0
Lei Fei1010.0%-67.5

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

Full Fence and Open137653.9%+2.6
Low Fence138561.5%+12.4
Octagon139469.2%+16.3
Half Fence127558.3%-2.3
Single Wall126650.0%-2.2
Breakable Full Fence118372.7%+24.9
Rectangle104640.0%-24.6
Breakable Half Fence81712.5%-43.7
Open73442.9%-5.5
Full Fence63350.0%-18.2

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls6053.3%57.4%-4.1
No walls3253.1%50.5%+2.6

Walls against open: -6.7 points (95% range -29.1 to +15.8), p 0.562 — 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

☆プなれ☆ (Rank 28)2026/08/2431233.3%
B.S.R-JP (Rank 27)2026/07/2732166.7%
orz (Rank 30)2026/07/2051420.0%
あつあげ (Rank 30)2026/07/20220100.0%
タウリン1000 (Rank 26)2026/07/12220100.0%
Martin1833 (Rank 25)2026/07/12220100.0%
fwnd1396 (Rank 30)2026/07/0521150.0%
獣王(設定2) (Rank 30)2026/06/2852340.0%
乃木ぽん (Rank 30)2026/06/272020.0%
うをん (Rank 30)2026/06/27220100.0%
Gun-Interceptor (Rank 28)2026/06/1532166.7%
Konjikinoame (Rank 25)2026/06/0721150.0%
stagedestroyer (Rank 29)2026/05/2432166.7%
MikuMartineau (Rank 30)2026/05/173030.0%
Shako_P (Rank 24)2026/05/17220100.0%
fazz00r (Rank 28)2026/05/1631233.3%
syounai (Rank 26)2026/05/112020.0%
OgreAunt (Rank 27)2026/05/072020.0%
ジョイソル (Rank 29)2026/05/0742250.0%
gimoring (Rank 24)2026/05/0521150.0%
和那 (Rank 21)2026/05/05330100.0%
가즈아!!! (Rank 26)2026/05/04220100.0%
スタンプジャンパー (Rank 22)2026/05/0432166.7%
elbowcommand (Rank 27)2026/05/0431233.3%
omuretukun (Rank 23)2026/04/19220100.0%

Round openings

El Blaze

Career
897–928 · 49.1%
This season
111 matches · 55.0%
Peak rank
27

First hit in 40.5% of 439 rounds. Won 58.4% of the rounds they struck first, 48.7% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Shadow Spear6K into forward movement5211.8%
Demon Dance9P+K into Demon's Tail9P+KK4710.6%
crouch into Backswing Rocket1P+K449.9%
Volcano Knee6K+G409.1%
Fade Roll Kick7K into forward movement347.7%
High Spin KickK+G347.7%
up kick+guard8K+G into High Spin KickK+G225.0%
Low Spin Kick2K+G into High Spin KickK+G214.8%
Volcano Upper4P+K173.9%
backdash into Darkness Sword43K+G132.9%
up kick+guard8K+G132.9%
Low Spin Kick2K+G102.3%
guardG102.3%
Fade Roll Kick7K92.0%
Backswing Rocket1P+K71.6%

46 further openings account for the other 69 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira4–9 · 31%4–1 · 80%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?

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: 0 of 15 tests hold up