VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

El Blaze

nekodiver2

  • Vanessa
  • Sarah
  • Taka
Career matches1,751
Career win rate39.1%
Round win rate44.0%
Peak rank24
Distinct opponents287
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1181 #3,474 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 Blaze241,32553179440.1%
Vanessa2239314325036.4%
Sarah933102330.3%
Taka1000—

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

3,270 of 3,276 rounds counted

6.5 inputs a second (393 a minute) this season. Faster than 33% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze6.53922,200
Vanessa6.53921,029
Sarah7.746338
Taka5.83463

By opponent's character

Akira6.5391507
Jacky6.6396303
Aoi6.8409283
Shun6.7400237
Sarah6.3376239
Lion6.5392209
Pai6.7399196
Jeffry6.5390192
Wolf7.0418185
Vanessa6.5390161
El Blaze6.4385149
Jean6.4386111
Goh6.6394106
Kage6.4385100
Eileen6.438382
Lei Fei6.438571
Brad6.438672
Lau6.237333
Taka5.935531
Dural6.63953

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

Akira131597245.0%+4.7
Jacky75245132.0%-3.6
Aoi69294042.0%+2.2
Shun62293346.8%-1.2
Sarah59273245.8%+8.4
Lion53223141.5%+2.0
Pai49212842.9%+6.1
Jeffry47163134.0%-1.3
Wolf44261859.1%+22.6
Vanessa42182442.9%-8.3
El Blaze38112728.9%-9.3
Jean29101934.5%-5.8
Goh2691734.6%-3.7
Kage2591636.0%-13.4
Eileen2241818.2%-23.4
Lei Fei1931615.8%-19.7
Brad1881044.4%+3.1
Lau84450.0%+4.3
Taka84450.0%+2.7
Dural1010.0%-59.4

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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 Fence101356634.6%-5.6
Rectangle96395740.6%-1.0
Breakable Half Fence87424548.3%+6.2
Octagon86355140.7%+3.1
Open86384844.2%+3.5
Single Wall80314938.8%-2.1
Low Fence78275134.6%-9.0
Half Fence69274239.1%+2.1
Breakable Full Fence66244236.4%-1.1
Full Fence and Open34171750.0%+9.5

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls50540.0%39.6%+0.4
No walls24439.3%41.5%-2.1

Walls against open: +2.5 points (95% range -6.0 to +11.1), p 0.563 — 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

clear-success03 (Rank 23)2026/10/1273442.9%
Fuji-Atsuka (Rank 21)2026/10/1075271.4%
a39611619 (Rank 21)2026/10/102216672.7%
チーム拓る ばくだん (Rank 24)2026/10/1063350.0%
みらめたる (Rank 21)2026/10/1074357.1%
O.J.A (Rank 21)2026/10/091210283.3%
zxyzguy (Rank 24)2026/10/0481712.5%
VF (Rank 21)2026/10/0375271.4%
dalmax72 (Rank 25)2026/09/302381534.8%
potimaru1059 (Rank 23)2026/09/29126650.0%
トローリロートル (Rank 21)2026/09/2495455.6%
jyobanni3 (Rank 19)2026/09/23101910.0%
umintyu-99 (Rank 23)2026/09/186060.0%
omuretukun (Rank 23)2026/09/1763350.0%
AiokometeZ (Rank 23)2026/09/151913668.4%
shima---n (Rank 26)2026/09/1381712.5%
K.K.カブキモノ (Rank 21)2026/09/1183537.5%
tsuna-sand274 (Rank 21)2026/09/1171614.3%
みお@Xyz (Rank 23)2026/09/0971614.3%
mikkunn3277 (Rank 26)2026/09/096060.0%
インドラー (Rank 24)2026/09/076060.0%
けいすけ新宿 (Rank 24)2026/09/0573442.9%
ぱぱ (Rank 21)2026/09/03118372.7%
ちぇびーまるやま (Rank 21)2026/09/03106460.0%
fightingman1981 (Rank 17)2026/08/2463350.0%

Round openings

Every character

Fade Roll Kick7K31510.8%
High Spin KickK+G1926.6%
up-forward punch9P1374.7%
Backswing Rocket1P+K1103.8%
forward movement into punchP1093.8%
Defensive Style: forward movement into punchP963.3%
Defensive Style: Back Charge Kick913.1%
Straight6P+K692.4%
crouch into Low Spin Kick2K+G632.2%
backdash into backward movement582.0%
crouch into down-back kick1K551.9%
Shadow Spin Kick4PK into Shadow Storm Combo4PKP501.7%
Demon Dance9P+K into Demon's Tail9P+KK481.6%
crouch into Sit Jab2P421.4%
Defensive Style: crouch into Low Spin Slicer2K+G381.3%

388 further openings account for the other 1,432 rounds.

Counted from 737 of the 825 matches played. The rest were not pulled for openings.

El Blaze

Career
531–794 · 40.1%
This season
552 matches · 42.2%
Peak rank
24

First hit in 50.3% of 1,935 rounds. Won 48.1% of the rounds they struck first, 41.1% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 11.9% of rounds, against 7.0% in their other rounds.
  • Against Pai: evades first in 17.6% of rounds, against 4.4% against everyone else.
  • In round 4 or later: opens with “7K Fade Roll Kick” in 24.6% of rounds, against 13.5% in their other rounds.
  • Against Akira: opens with “forward movement into P punch” in 10.7% of rounds, against 4.4% against everyone else.
  • On Octagon stages: opens with “9P up-forward punch” in 11.7% of rounds, against 6.3% on the other stages.
  • After opening the round before with “7K Fade Roll Kick”: opens with “K+G High Spin Kick” in 15.9% of rounds, against 9.4% after anything else.
  • When the score is level: opens with “7K Fade Roll Kick” in 24.0% of rounds, against 16.2% when ahead or behind.

How is this tested?

Fade Roll Kick7K31516.2%
High Spin KickK+G1929.9%
up-forward punch9P1377.0%
Backswing Rocket1P+K1105.7%
forward movement into punchP1055.4%
Straight6P+K693.5%
crouch into Low Spin Kick2K+G633.2%
backdash into backward movement562.9%
crouch into down-back kick1K552.8%
Shadow Spin Kick4PK into Shadow Storm Combo4PKP502.6%
Demon Dance9P+K into Demon's Tail9P+KK482.5%
crouch into Sit Jab2P422.2%
crouch into Rolling Low Knuckle1P361.9%
Back Knuckle4P into Shadow Spin Kick4PK311.6%
forward movement into Quick HookPP311.6%

180 further openings account for the other 602 rounds.

Counted from 489 of the 552 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
Akira20–33 · 38%16–12 · 57%too few to test
Jacky13–21 · 38%2–13 · 13%too few to test
Shun12–15 · 44%1–3 · 25%too few to test
Sarah11–13 · 46%6–9 · 40%too few to test
Aoi7–16 · 30%7–5 · 58%too few to test
Wolf14–6 · 70%5–1 · 83%too few to test
Jeffry5–9 · 36%4–5 · 44%too few to test
Lion2–6 · 25%6–10 · 38%too few to test
El Blaze6–6 · 50%0–7 · 0%too few to test
Pai6–7 · 46%2–2 · 50%too few to test
Vanessa9–4 · 69%1–4 · 20%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.

63 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?

Vanessa

Career
143–250 · 36.4%
This season
262 matches · 37.0%
Peak rank
22

First hit in 26.0% of 920 rounds. Won 48.1% of the rounds they struck first, 38.3% of the rounds they were struck first.

Significant Tells

  • Against Shun: evades first in 25.0% of rounds, against 8.3% against everyone else.
  • In round 2: opens with “Defensive Style: Back Charge Kick” in 15.3% of rounds, against 8.0% in their other rounds.

How is this tested?

Defensive Style: forward movement into punchP9610.4%
Defensive Style: Back Charge Kick919.9%
Defensive Style: crouch into Low Spin Slicer2K+G384.1%
Defensive Style: Heavy Hook293.1%
Defensive Style: backdash into backward movement293.1%
Defensive Style: forward movement into Jab~BodyPP283.0%
Defensive Style: crouch into Sit Jab2P272.9%
Defensive Style: backdash into Stinger Low Blow1P+K232.5%
Defensive Style: Defensive Elbow (Deflect)192.1%
Defensive Style: Heavy Impact192.1%
Defensive Style: evade up into guardG181.9%
Defensive Style: punch into Jab~BodyPP181.9%
Defensive Style: Stinger Low Blow171.8%
Defensive Style: evade up171.8%
Defensive Style: punch161.7%

171 further openings account for the other 437 rounds.

Counted from 237 of the 262 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Vanessa

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira9–13 · 41%5–5 · 50%too few to test
Pai5–11 · 31%4–4 · 50%too few to test
Aoi4–11 · 27%0–2 · 0%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.

25 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?

Sarah

Career
10–23 · 30.3%
This season
10 matches · 30.0%
Peak rank
9

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hide Side Kick (Deflect)P+K37.9%
backdash37.9%
forward movement into punchP37.9%
backdash into Crescent Heel4K+G25.3%
backdash into backward movement25.3%
punchP into Jab StraightPP25.3%
Back Knuckle Turn44P12.6%
Jab StraightPP into Flash Piston PunchPPP12.6%
Low Spin Kick3K+G12.6%
Round Kick8K+G into up punch+kick+guard8P+K+G12.6%
Serpent Toe Kick2P+K12.6%
Sharpsword44K into Sharpsword Combo44KK12.6%
Somersault Kick7K12.6%
backdash into Double Rise Kick4P+K12.6%
backdash into crouch dash back12.6%

14 further openings account for the other 14 rounds.

Taka

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
1

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Shita Harite2P133.3%
evade up into throwP+G133.3%
forward movement into punchP133.3%

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 (33 here; about 1.7 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: 7 of 18 tests hold up
  • Vanessa: 2 of 15 tests hold up
  • Sarah: not tested (too few rounds)
  • Taka: not tested (too few rounds)