VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

Gomzou

  • Dural
Career matches4,515
Career win rate52.9%
Round win rate47.2%
Peak rank38
Distinct opponents138
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1726 #670 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 Blaze383,9232,0581,86552.5%
Dural3559233026255.7%

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

1,224 of 1,694 rounds counted

10.9 inputs a second (655 a minute) this season. Faster than 98% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze10.96551,224

By opponent's character

Jacky11.3675158
Akira11.0658135
Lau10.9653113
Lion11.066295
Brad11.066093
Kage10.764288
Goh11.066166
Jeffry10.864952
Sarah10.764332
Aoi10.965657
Wolf10.965639
Jean11.166458
Taka10.663848
Pai10.764154
Shun10.864553
Vanessa10.663617
El Blaze11.267021
Eileen10.563219
Lei Fei10.060015
Dural11.267411

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

Jacky49292059.2%+9.9
Akira47222546.8%+4.5
Lau40112927.5%-15.1
Lion37191851.4%+6.3
Brad27151255.6%+8.9
Kage27111640.7%+1.0
Goh2381534.8%-15.1
Jeffry23111247.8%+1.0
Sarah23101343.5%-2.4
Aoi2091145.0%+0.2
Wolf1810855.6%+8.3
Jean178947.1%+1.2
Taka1761135.3%-7.9
Pai138561.5%+14.1
Shun1321115.4%-28.5
Vanessa96366.7%+25.7
El Blaze63350.0%-6.5
Eileen51420.0%-13.6
Lei Fei5050.0%-44.9
Dural32166.7%+25.4

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

Breakable Full Fence62233937.1%-11.4
Single Wall49262353.1%+9.2
Full Fence46163034.8%-10.1
Breakable Half Fence42222052.4%+5.5
Low Fence42162638.1%-7.3
Octagon42241857.1%+14.8
Rectangle37191851.4%+6.2
Half Fence32122037.5%-8.4
Open29161355.2%+10.8
Full Fence and Open2112957.1%+14.9

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls26144.4%45.6%-1.1
No walls12048.3%44.9%+3.5

Walls against open: -4.6 points (95% range -15.6 to +6.5), p 0.418 — 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

zakisan (Rank 36)2026/08/2173442.9%
ふかふか (Rank 38)2026/08/03136746.1%
Phrazes_For_The_Young (Rank 35)2026/07/3054180.0%
jinmenusagi (Rank 41)2026/07/2851420.0%
くぼっさ★ (Rank 35)2026/07/2352340.0%
ハティーン (Rank 41)2026/07/21101910.0%
ジークリオン (Rank 36)2026/07/2184450.0%
躑躅 (Rank 35)2026/07/21113827.3%
テクノモデル (Rank 34)2026/07/21660100.0%
かえる (Rank 38)2026/07/2185362.5%
cyomiko (Rank 40)2026/07/206060.0%
interceptor (Rank 40)2026/07/2073442.9%
★闘将拉麵男★ (Rank 37)2026/07/192181338.1%
ふぇに (Rank 34)2026/07/19114736.4%
ぱりぱり (Rank 40)2026/07/0662433.3%
五寸釘くん (Rank 35)2026/06/1864266.7%
みんみんさん (Rank 34)2026/06/18139469.2%
mof (Rank 38)2026/06/147070.0%
くりたろう (Rank 33)2026/06/1073442.9%
bonbon (Rank 33)2026/05/3153260.0%
Umemon2026 (Rank 35)2026/05/3086275.0%
세가욕하고싶다.한번더하고싶다. (Rank 37)2026/05/2763350.0%
PuzzG/ぱず爺 (Rank 35)2026/05/2551420.0%
村長~災禍の中心~ (Rank 38)2026/05/2151420.0%
こまがわ (Rank 37)2026/04/1951420.0%

Round openings

Every character

backdash into High-Speed Jab46P42324.9%
crouch dash back into Head Smash Kick46K19711.6%
Shadow Strike6P1176.9%
backdash into Rising Back Spin Kick46PPK1176.9%
crouch dash forward into Volcano Upper4P+K643.8%
backdash into Darkness Sword43K+G573.4%
evade down into crouch dash forward513.0%
crouch dash back into Shadow Spear6K382.2%
Sit Jab2P271.6%
backdash into Shouda46PP271.6%
evade down into Volcano Upper4P+K271.6%
Sit Jab2P into backdash221.3%
backdash into Head Smash Kick46K221.3%
backdash into evade up221.3%
backdash into Fake Roll41236P201.2%

155 further openings account for the other 471 rounds.

El Blaze

Career
2,058–1,865 · 52.5%
This season
419 matches · 45.6%
Peak rank
38

First hit in 52.4% of 1,666 rounds. Won 50.3% of the rounds they struck first, 43.8% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 25.9% of rounds, against 15.5% in their other rounds.
  • Against Taka: attacks straight away in 47.3% of rounds, against 16.9% against everyone else.
  • On Full Fence stages: moves in first in 15.3% of rounds, against 8.5% on the other stages.
  • After opening the round before by attacking: attacks straight away in 28.8% of rounds, against 18.7% after anything else.
  • In round 1: opens with “backdash into 46PPK Rising Back Spin Kick” in 9.8% of rounds, against 6.0% in their other rounds.
  • Against Taka: opens with “6P Shadow Strike” in 23.0% of rounds, against 6.2% against everyone else.
  • After opening the round before with “6P Shadow Strike”: opens with “6P Shadow Strike” in 21.0% of rounds, against 7.7% after anything else.
  • After the opponent opened the round before with “forward movement into P punch”: opens with “backdash into 46PPK Rising Back Spin Kick” in 18.6% of rounds, against 5.6% after anything else.
  • After losing a round: opens with “6P Shadow Strike” in 11.1% of rounds, against 5.7% after winning one.
  • When behind: opens with “crouch dash forward into 4P+K Volcano Upper” in 5.8% of rounds, against 2.8% when ahead or level.

How is this tested?

backdash into High-Speed Jab46P42325.1%
crouch dash back into Head Smash Kick46K19711.7%
Shadow Strike6P1176.9%
backdash into Rising Back Spin Kick46PPK1176.9%
crouch dash forward into Volcano Upper4P+K643.8%
backdash into Darkness Sword43K+G573.4%
evade down into crouch dash forward513.0%
crouch dash back into Shadow Spear6K382.2%
Sit Jab2P271.6%
backdash into Shouda46PP271.6%
evade down into Volcano Upper4P+K271.6%
Sit Jab2P into backdash221.3%
backdash into Head Smash Kick46K221.3%
backdash into evade up221.3%
backdash into Fake Roll41236P201.2%

147 further openings account for the other 456 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky15–17 · 47%11–3 · 79%too few to test
Akira15–12 · 56%7–10 · 41%too few to test
Lau6–18 · 25%4–7 · 36%too few to test
Lion13–14 · 48%3–3 · 50%too few to test
Brad8–10 · 44%6–2 · 75%too few to test
Kage7–10 · 41%0–2 · 0%too few to test
Jeffry9–10 · 47%2–2 · 50%too few to test
Sarah8–6 · 57%1–5 · 17%too few to test
Goh6–9 · 40%2–5 · 29%too few to test
Aoi4–6 · 40%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?

Dural

Career
330–262 · 55.7%
This season
3 matches · 0.0%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K426.7%
back punch+kick4P+K into forward movement320.0%
Cut Upper3P into Double Upper3PP213.3%
crouch dash back into back, down-back, down, down-back, back kick+guard41214K+G213.3%
Nakageri3K into Nagiharai3KP16.7%
crouch dash forward into down-forward, down, down-forward, forward, back kick+guard32364K+G16.7%
punch+kickP+K16.7%
throwP+G into evade down16.7%

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 (16 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: 10 of 16 tests hold up
  • Dural: not tested (too few rounds)