VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

しょう

Career matches1,109
Career win rate44.9%
Round win rate51.2%
Peak rank25
Distinct opponents59
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1298 #3,133 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 Blaze251,10949861144.9%

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

336 of 586 rounds counted

5.4 inputs a second (326 a minute) this season. Faster than 7% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze5.4326336

By opponent's character

Akira5.633392
Aoi5.332017
Jacky5.332020
Jeffry5.231422
Goh5.733916
Lion5.432420
Jean5.432615
Pai5.432725
Wolf5.231518
Sarah5.331726
Kage5.23158
Taka6.03577
Vanessa5.63347
El Blaze5.230918
Brad5.83479
Lau5.13068
Lei Fei5.73404
Shun5.73424

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

Akira31181358.1%-2.0
Aoi23121152.2%+9.6
Jacky95455.6%+7.4
Jeffry95455.6%-10.1
Goh83537.5%-5.8
Lion84450.0%-16.2
Jean72528.6%-18.0
Pai74357.1%+8.7
Wolf73442.9%+1.9
Sarah65183.3%+41.3
Kage550100.0%+52.1
Taka52340.0%-14.5
Vanessa53260.0%+11.9
El Blaze4040.0%-45.1
Dural31233.3%-22.5
Brad21150.0%-4.6
Lau2020.0%-64.5
Lei Fei1010.0%-45.7
Shun110100.0%+48.4

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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 Fence30161453.3%+2.3
Open1911857.9%+4.6
Breakable Half Fence1661037.5%-11.7
Breakable Full Fence1511473.3%+16.4
Half Fence156940.0%-15.8
Single Wall148657.1%+8.0
Low Fence124833.3%-14.8
Rectangle73442.9%-3.1
Full Fence and Open43175.0%+14.8
Octagon43175.0%+23.9

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls8751.7%52.1%-0.4
No walls4551.1%50.8%+0.3

Walls against open: -0.6 points (95% range -18.4 to +17.1), p 0.944 — 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

スタンプジャンパー (Rank 22)2026/10/1832166.7%
haohwhite (Rank 24)2026/10/1232166.7%
Fuji-Atsuka (Rank 21)2026/10/1185362.5%
yasai (Rank 24)2026/10/11220100.0%
ttfour@サラしかできないw (Rank 24)2026/09/27220100.0%
パニガーレ (Rank 25)2026/09/1943175.0%
ILAYZA (Rank 23)2026/09/19220100.0%
kouchant0051 (Rank 21)2026/09/1454180.0%
委員ちょ (Rank 21)2026/09/1476185.7%
みの (Rank 24)2026/09/0831233.3%
Lauaki_I`mserious (Rank 22)2026/08/2431233.3%
ファミっ子大集合 (Rank 21)2026/07/2664266.7%
avolpe (Rank 23)2026/07/2632166.7%
CottonCandy (Rank 21)2026/07/2332166.7%
Shako_P (Rank 23)2026/06/15220100.0%
markfive (Rank 21)2026/06/0821150.0%
6132da (Rank 24)2026/05/173030.0%
I'mabeginner (Rank 26)2026/05/173030.0%
kimxxxtt (Rank 22)2026/05/1751420.0%
Martin1833 (Rank 23)2026/05/1642250.0%
komainu (Rank 26)2026/05/1262433.3%
T-J-J (Rank 25)2026/05/1232166.7%
タイヨウ (Rank 24)2026/05/1232166.7%
GaaMANジール (Rank 23)2026/05/1232166.7%
悲傷滷肉飯 (Rank 7)2026/03/2731233.3%

Round openings

El Blaze

Career
498–611 · 44.9%
This season
143 matches · 51.8%
Peak rank
25

First hit in 44.9% of 495 rounds. Won 54.5% of the rounds they struck first, 46.1% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 24.0% of rounds, against 9.9% in their other rounds.

How is this tested?

backdash into Darkness Sword43K+G275.5%
Short Upper3P into Combination Blow3PP224.4%
Overtune Blow3P+K into throwP+G214.2%
Demon Dance9P+K into Demon's Tail9P+KK193.8%
Volcano Upper4P+K193.8%
Backswing Rocket1P+K183.6%
Shadow Strike6P into Shadow Fang6PK163.2%
Toe Kick4K into Shadow Slash4KP163.2%
backdash into evade down153.0%
Straight6P+K into Quick Combo6P+KP142.8%
punchP142.8%
Fake Roll41236P into VenusP122.4%
forward dash into throwP+G122.4%
guardG122.4%
Fade Roll Kick7K into forward movement102.0%

120 further openings account for the other 248 rounds.

Counted from 121 of the 143 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
Aoi4–3 · 57%7–8 · 47%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.

22 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 (14 here; about 0.7 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: 1 of 14 tests hold up