VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

SokashI_

  • Lei Fei
  • Jacky
  • Lau
  • Akira
  • Wolf
Career matches2,273
Career win rate54.2%
Round win rate49.2%
Peak rank33
Distinct opponents56
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1586 #1,439 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 Blaze331,43677566154.0%
Lei Fei3368637131554.1%
Lau2874452960.8%
Akira2645232251.1%
Jacky2630151550.0%
Wolf26220100.0%

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

472 of 510 rounds counted

7.7 inputs a second (462 a minute) this season. Faster than 64% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze7.9475253
Lei Fei7.6457156
Jacky6.941334
Lau7.142719
Akira7.44455
Wolf6.84105

By opponent's character

Sarah7.444763
Akira8.047962
Goh7.545151
Jeffry8.148535
Shun7.243332
Aoi7.344016
Jacky8.249025
Pai8.148832
Jean7.645827
Lei Fei7.746229
Wolf8.350026
Dural7.545122
El Blaze7.444618
Kage7.344113
Lau8.04829
Vanessa5.43247
Lion7.44455

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

Sarah1861233.3%-22.7
Akira1711664.7%+15.4
Goh137653.9%+1.6
Jeffry95455.6%+16.0
Shun96366.7%+14.6
Aoi83537.5%-21.9
Jacky85362.5%+20.8
Pai84450.0%-3.4
Jean73442.9%-2.6
Lei Fei74357.1%+8.9
Wolf75271.4%+19.8
Dural62433.3%-8.2
El Blaze51420.0%-24.5
Kage32166.7%+9.7
Lau21150.0%+8.0
Vanessa2020.0%-56.6
Lion1010.0%-58.0

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 Fence2013765.0%+19.1
Low Fence1771041.2%-10.2
Octagon1661037.5%-12.9
Single Wall1610662.5%+10.1
Full Fence135838.5%-14.2
Open136746.1%-4.3
Breakable Half Fence107370.0%+20.0
Breakable Full Fence95455.6%+13.3
Full Fence and Open84450.0%-3.7
Rectangle6060.0%-49.1

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
Walls7448.6%48.8%-0.1
No walls4650.0%51.3%-1.3

Walls against open: +1.2 points (95% range -17.1 to +19.5), p 0.899 — 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

nanami.madogiwa (Rank 32)2026/10/142020.0%
NORESPECT (Rank 36)2026/10/0494544.4%
무파ZeroBlue (Rank 34)2026/10/0462433.3%
B軍団 (Rank 35)2026/09/2721150.0%
ふぇに (Rank 33)2026/09/2331233.3%
tamaneen (Rank 32)2026/09/2342250.0%
ケイメイざとぅ (Rank 33)2026/09/234040.0%
獣王(設定2) (Rank 32)2026/09/2353260.0%
HIROCHILL (Rank 29)2026/09/2231233.3%
ワッパ (Rank 33)2026/09/2221150.0%
ぴんさん (Rank 31)2026/09/1453260.0%
orz (Rank 30)2026/09/1485362.5%
BANANA (Rank 32)2026/09/1362433.3%
ooosugi1202 (Rank 29)2026/09/0931233.3%
まさの (Rank 34)2026/09/0632166.7%
ちぃかわ様☆ハンター (Rank 33)2026/09/0621150.0%
銀 (Rank 30)2026/09/0631233.3%
zaduhkj (Rank 34)2026/09/0621150.0%
弾丸小僧 (Rank 33)2026/08/3163350.0%
vivid_dot4 (Rank 35)2026/08/312020.0%
NoMark/ノーマーク (Rank 28)2026/08/3131233.3%
うをん (Rank 30)2026/08/30220100.0%
失礼!スマッシュ☆彡 (Rank 26)2026/08/0421150.0%
allgonnaworkout (Rank 26)2026/08/0331233.3%
さいたま梅澤/T.Umezawa (Rank 29)2026/03/3031233.3%

Round openings

Every character

crouch dash forward into guardG398.3%
forward movement into punchP367.6%
Shadow Strike6P183.8%
backdash into evade down112.3%
Volcano Upper4P+K91.9%
crouch dash back into guardG91.9%
crouch dash back into Shadow Spear6K81.7%
Tornado Spin (Deflect)P+K+G71.5%
forward dash into guardG71.5%
Sit Jab2P61.3%
backdash into Darkness Sword43K+G61.3%
backdash into guardG61.3%
crouch dash forward into Shatenshou33P61.3%
guardG61.3%
Toushou66P51.1%

184 further openings account for the other 292 rounds.

Counted from 120 of the 130 matches played. The rest were not pulled for openings.

El Blaze

Career
775–661 · 54.0%
This season
70 matches · 57.1%
Peak rank
33

First hit in 41.7% of 271 rounds. Won 54.9% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into guardG2910.7%
forward movement into punchP228.1%
Shadow Strike6P186.6%
Volcano Upper4P+K93.3%
backdash into evade down83.0%
crouch dash back into Shadow Spear6K83.0%
crouch dash back into guardG83.0%
Tornado Spin (Deflect)P+K+G72.6%
Sit Jab2P62.2%
backdash into Darkness Sword43K+G62.2%
backdash into Head Smash Kick46K51.9%
forward dash into guardG51.9%
Sit Jab2P into evade up41.5%
Tornado Spin (Deflect)P+K+G into crouch dash forward41.5%
crouch dash forward into throw escape41.5%

87 further openings account for the other 128 rounds.

Lei Fei

Career
371–315 · 54.1%
This season
42 matches · 40.5%
Peak rank
33

First hit in 43.4% of 129 rounds. Won 58.9% of the rounds they struck first, 34.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP75.4%
crouch dash forward into Shatenshou33P64.7%
Toushou66P53.9%
crouch dash forward into guardG53.9%
backdash into offensive move43.1%
Bunkyaku3K32.3%
Souryu Shukkai43P+K into guardG32.3%
backdash into evade down32.3%
backdash into guardG32.3%
crouch dash back into offensive move32.3%
crouch dash forward into Kakushu Suigeki6P32.3%
crouch dash forward into throwP+G32.3%
guardG into Tenshi Ryusentai6K+G32.3%
offensive move into Dokuritsu Shiki8P+K+G32.3%
offensive move into evade down32.3%

61 further openings account for the other 72 rounds.

Counted from 32 of the 42 matches played. The rest were not pulled for openings.

Jacky

Career
15–15 · 50.0%
This season
9 matches · 44.4%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Bil Jee6P+K38.8%
crouch dash forward into guardG38.8%
forward movement into punchP38.8%
Bil Jee6P+K into forward movement25.9%
Middle Smash6P25.9%
Beat KnuckleP+K12.9%
Lightning Kick 12K+G12.9%
Middle Smash6P into punchP12.9%
Spinning KickK+G into backward movement12.9%
Squat Straight2P12.9%
Squat Straight2P into forward dash12.9%
Squat Straight2P into forward movement12.9%
backdash into Middle Spin Kick46K+G12.9%
backdash into Step-in Middle Kick66K+G12.9%
backdash into guardG12.9%

11 further openings account for the other 11 rounds.

Lau

Career
45–29 · 60.8%
This season
7 matches · 42.9%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP311.1%
Kosoushou46P into forward movement27.4%
Souko Sensou66P+K27.4%
Chugeki6P13.7%
Hi'en Tenshinshou44P13.7%
RenshouPP into RaigekishouPPP13.7%
Senchutai3K13.7%
Shakashou3P13.7%
Souchuken2P into forward dash13.7%
backdash into Hi'en Tenshinshou44P13.7%
backdash into Kosoushou46P13.7%
crouch dash back13.7%
crouch dash back into Kosoushou46P13.7%
crouch dash back into Sako Soushou4P+K13.7%
crouch dash back into Shakashou3P13.7%

8 further openings account for the other 8 rounds.

Akira

Career
23–22 · 51.1%
This season
1 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into Housui2P120.0%
crouch dash forward into forward dash120.0%
crouch dash forward into guardG120.0%
guardG120.0%
punchP120.0%

Wolf

Career
2–0 · 100.0%
This season
1 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Screw Hook63214P into Screw Lariat63214PP240.0%
Low Hammer2P into backdash120.0%
backdash into Elbow Butt4P120.0%
forward movement into punchP120.0%

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

  • El Blaze: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Wolf: not tested (too few rounds)