VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

matsu-ge-033

  • Wolf
  • Jeffry
  • Vanessa
Career matches1,713
Career win rate50.5%
Round win rate50.4%
Peak rank26
Distinct opponents52
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1433 #2,450 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 Blaze261,01351050350.4%
Wolf2669735334450.6%
Jeffry21220100.0%
Vanessa21110100.0%

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

195 of 339 rounds counted

7.6 inputs a second (456 a minute) this season. Faster than 62% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf7.7459160
El Blaze7.343832
Vanessa7.74643

By opponent's character

Akira7.846860
Wolf8.85309
Aoi6.639714
Goh8.751924
Pai7.142415
Kage7.041918
El Blaze7.74617
Jean7.24293
Jacky7.74625
Lei Fei7.243412
Sarah7.343611
Lau7.243410
Lion7.44457

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

Akira157846.7%-4.0
Wolf127558.3%+15.4
Aoi85362.5%+9.3
Goh83537.5%-13.7
Pai74357.1%-1.2
Kage63350.0%+4.3
El Blaze51420.0%-24.5
Eileen42250.0%+2.3
Jean42250.0%+3.0
Jacky32166.7%-1.6
Lei Fei32166.7%+5.3
Sarah31233.3%-4.0
Taka3030.0%-34.5
Lau220100.0%+44.8
Lion21150.0%+7.5

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

Breakable Half Fence1910952.6%+5.6
Half Fence128466.7%+22.7
Octagon114736.4%-12.5
Full Fence104640.0%-6.0
Open93633.3%-23.2
Low Fence84450.0%-4.7
Full Fence and Open43175.0%+18.7
Rectangle42250.0%-1.9
Single Wall31233.3%-14.3
Breakable Full Fence1010.0%-36.7

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
Walls5749.1%47.4%+1.8
No walls2040.0%53.1%-13.1

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

hexa-RAh (Rank 24)2026/08/1921150.0%
nekota (Rank 25)2026/08/0421150.0%
トローリロートル (Rank 25)2026/07/082020.0%
wcc6181 (Rank 26)2026/06/2421150.0%
じゃきぱい (Rank 21)2026/06/24220100.0%
hitokabe2003 (Rank 23)2026/06/2242250.0%
ロク (Rank 26)2026/06/2131233.3%
MATSUNAGAAKIRA.REBOOT (Rank 27)2026/06/2041325.0%
聖☆奈♡♡ (Rank 24)2026/06/1921150.0%
うっど (Rank 24)2026/06/171010.0%
ぽん (Rank 24)2026/06/05220100.0%
こんざっくすさん (Rank 23)2026/06/02220100.0%
ガンオンやりたひ (Rank 26)2026/06/02220100.0%
廿撚二 (Rank 24)2026/05/27220100.0%
家庭内最弱の剛君 (Rank 26)2026/05/212020.0%
みの (Rank 22)2026/05/19220100.0%
acebreaker (Rank 29)2026/05/1621150.0%
maripon (Rank 26)2026/05/1632166.7%
金田一の少年 (Rank 26)2026/05/1542250.0%
三輪ですが@SRGM (Rank 25)2026/05/0721150.0%
要你命3000 (Rank 25)2026/04/2321150.0%
漂泊の民回線ジプシー (Rank 28)2026/04/203030.0%
manekinecogames (Rank 21)2026/04/17220100.0%
偷桃 (Rank 23)2026/03/3031233.3%
shinkita (Rank 22)2026/03/301010.0%

Round openings

Every character

Quick Shoulder66P+K298.5%
Jab StraightPP into One Two UpperPPP185.3%
guardG into evade down164.7%
guardG154.4%
Low Drop Kick144.1%
backdash into Heavy Middle Kick3K+G123.5%
forward movement into punchP123.5%
Rolling Savate6K+G92.6%
Screw Hook63214P into Screw Lariat63214PP92.6%
Volcano Upper4P+K92.6%
evade up into Regret Discharge33P+K92.6%
evade up into crouch dash forward92.6%
guardG into R.A.W. AvengerP+K+G82.4%
guardG into evade up82.4%
punchP into Jab StraightPP51.5%

106 further openings account for the other 158 rounds.

Wolf

Career
353–344 · 50.6%
This season
64 matches · 46.9%
Peak rank
26

First hit in 44.6% of 249 rounds. Won 55.9% of the rounds they struck first, 43.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Quick Shoulder66P+K2911.3%
Jab StraightPP into One Two UpperPPP187.0%
Low Drop Kick62K135.1%
guardG into evade down135.1%
backdash into Heavy Middle Kick3K+G124.7%
Rolling Savate6K+G93.5%
Screw Hook63214P into Screw Lariat63214PP93.5%
evade up into Regret Discharge33P+K93.5%
guardG into R.A.W. AvengerP+K+G83.1%
evade up into crouch dash forward72.7%
guardG72.7%
forward movement into punchP62.3%
guardG into evade up62.3%
punchP into Jab StraightPP51.9%
Death ScytheK+G41.6%

67 further openings account for the other 101 rounds.

El Blaze

Career
510–503 · 50.4%
This season
19 matches · 52.6%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Volcano Upper4P+K911.5%
guardG810.3%
forward movement into punchP67.7%
Low Spin Kick2K+G33.9%
guardG into evade down33.9%
High Spin KickK+G22.6%
Sit Jab2P22.6%
backdash into High Spin KickK+G22.6%
crouch dash back into Demon's Tail9P+KK22.6%
crouch dash back into Straight6P+K22.6%
evade down into crouch dash forward22.6%
evade up into crouch dash forward22.6%
forward movement into guardG22.6%
guardG into crouch22.6%
guardG into evade up22.6%

29 further openings account for the other 29 rounds.

Jeffry

Career
2–0 · 100.0%
This season
1 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Double KnucklePP into Double Knuckle~UpperPPP266.7%
kickK133.3%

Vanessa

Career
1–0 · 100.0%
This season
1 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: kick into Switch Left SlicerKK133.3%
Offensive Style: Combo Upper into Combo StraightPPPP133.3%
Offensive Style: One Two into Combo UpperPPP133.3%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Wolf: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)