VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

mastel

Career matches1,854
Career win rate49.0%
Round win rate44.9%
Peak rank30
Distinct opponents64
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1504 #1,991 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 Blaze301,85490894649.0%

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

78 of 501 rounds counted

5.4 inputs a second (323 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

El Blaze5.432378

By opponent's character

Wolf5.734224
Akira4.929311
Aoi5.53309
Goh6.53935
Dural4.92966
Jacky5.030213
Eileen5.231010

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

Wolf1981142.1%-3.2
Akira126650.0%+3.1
Aoi125741.7%-4.3
Shun128466.7%+23.2
Jeffry113827.3%-13.4
Goh105550.0%+0.4
Dural7070.0%-32.4
Jean75271.4%+35.2
El Blaze5050.0%-39.2
Jacky54180.0%+38.7
Lau5050.0%-31.4
Sarah51420.0%-19.9
Vanessa51420.0%-18.1
Kage330100.0%+62.0
Eileen21150.0%+9.3
Pai21150.0%+7.2
Lei Fei110100.0%+46.0

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

Half Fence1771041.2%-4.0
Rectangle1751229.4%-11.5
Breakable Half Fence1551033.3%-9.2
Octagon147750.0%+14.5
Breakable Full Fence1331023.1%-23.6
Single Wall126650.0%+2.0
Low Fence112918.2%-18.2
Full Fence84450.0%+4.7
Open76185.7%+36.7
Full Fence and Open64266.7%+29.5

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
Walls8436.9%41.8%-4.8
No walls3046.7%43.9%+2.7

Walls against open: -7.6 points (95% range -28.7 to +13.5), p 0.482 — 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

방가방가 (Rank 28)2026/08/02220100.0%
くっきー爆弾 (Rank 21)2026/08/022020.0%
ザ・サーペンターズ (Rank 27)2026/06/06220100.0%
Koutei (Rank 29)2026/05/264040.0%
expensive-sand (Rank 30)2026/05/265050.0%
ヘニオ (Rank 31)2026/05/263030.0%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 29)2026/05/172020.0%
花形満 (Rank 32)2026/05/173030.0%
あいう (Rank 28)2026/05/152020.0%
kobaman (Rank 27)2026/05/1521150.0%
openpen (Rank 29)2026/05/0761516.7%
龍仙人【鬼手仏心】 (Rank 26)2026/05/0732166.7%
鳩男 (Rank 30)2026/05/072020.0%
ばねばば (Rank 30)2026/04/2441325.0%
hapiken (Rank 26)2026/04/24220100.0%
賛美歌13番 (Rank 26)2026/04/2332166.7%
セロ (Rank 28)2026/04/21220100.0%
syounai (Rank 27)2026/04/2032166.7%
うをん (Rank 27)2026/04/20220100.0%
ER_higante (Rank 27)2026/04/1952340.0%
雷電 (Rank 28)2026/04/1643175.0%
家庭内最弱の剛君 (Rank 27)2026/04/16220100.0%
タイヨウ (Rank 28)2026/04/15220100.0%
金田一の少年 (Rank 26)2026/04/1532166.7%
Jack (Rank 26)2026/04/0831233.3%

Round openings

El Blaze

Career
908–946 · 49.0%
This season
123 matches · 42.3%
Peak rank
30

First hit in 40.8% of 500 rounds. Won 51.0% of the rounds they struck first, 40.9% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 50.4% of rounds, against 17.2% in their other rounds.
  • After losing a round: waits first in 19.5% of rounds, against 5.2% after winning one.
  • When behind: waits first in 18.1% of rounds, against 9.5% when ahead or level.
  • In round 3: opens with “4P+K Volcano Upper” in 21.3% of rounds, against 12.4% in their other rounds.
  • Against Aoi: opens with “evade up” in 17.6% of rounds, against 3.8% against everyone else.

How is this tested?

Demon Dance9P+K into Demon's Tail9P+KK7314.6%
Volcano Upper4P+K7314.6%
evade up265.2%
guardG255.0%
Shadow Strike6P214.2%
evade up into crouch dash forward214.2%
backdash into Darkness Smash43P+K193.8%
evade up into crouch dash back183.6%
Shouda46PP into Rising Back Spin Kick46PPK132.6%
evade up into evade down132.6%
High-Speed Jab46P into Shouda46PP91.8%
evade up into backdash91.8%
evade up into punchP91.8%
High-Speed Jab46P81.6%
Shadow Spear6K71.4%

77 further openings account for the other 157 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 (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: 5 of 15 tests hold up