VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

WINDOM-DDD

  • Lion
  • Pai
  • Jeffry
  • Taka
  • Jacky
  • Goh
  • Shun
Career matches1,776
Career win rate58.2%
Round win rate52.9%
Peak rank30
Distinct opponents72
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1474 #2,191 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 Blaze2973640133554.5%
Lion3061035425658.0%
Pai271531025166.7%
Jacky2499603960.6%
Jeffry2585543163.5%
Taka2560402066.7%
Goh222819967.9%
Shun2154180.0%

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

574 of 771 rounds counted

9.7 inputs a second (583 a minute) this season. Faster than 93% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze9.6578285
Lion10.3619137
Pai9.456266
Jeffry9.355657
Taka9.85874
Jacky9.456625

By opponent's character

Akira9.858893
Jacky10.060180
Wolf9.959659
Goh9.758250
Vanessa9.657752
Jean9.456531
Pai9.456448
El Blaze9.858934
Shun9.255111
Brad9.959426
Lau9.859027
Jeffry9.959615
Aoi9.356120
Kage10.76438
Lei Fei9.05424
Lion7.34414
Sarah9.75838
Taka8.55104

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

Akira38271171.0%+15.3
Jacky34171750.0%-5.3
Wolf179852.9%+3.6
Goh1551033.3%-24.7
Vanessa148657.1%+5.0
Jean116554.5%+3.4
Pai116554.5%-4.7
El Blaze95455.6%-1.7
Shun96366.7%+20.4
Brad73442.9%-14.5
Lau72528.6%-30.3
Jeffry61516.7%-32.6
Aoi53260.0%+13.2
Kage21150.0%+7.1
Lei Fei220100.0%+42.2
Lion21150.0%+1.2
Sarah21150.0%+5.2
Taka220100.0%+36.3

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 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

Half Fence30171356.7%+3.5
Full Fence2381534.8%-16.2
Breakable Full Fence2213959.1%+4.8
Rectangle2115671.4%+11.6
Open2014670.0%+9.9
Breakable Half Fence1910952.6%+2.9
Single Wall159660.0%+7.1
Octagon129375.0%+18.2
Low Fence114736.4%-15.7
Full Fence and Open104640.0%-16.0

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
Walls12756.7%54.1%+2.5
No walls4658.7%56.3%+2.4

Walls against open: +0.1 points (95% range -16.8 to +17.0), p 0.990 — 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

都筑まもる君 (Rank 31)2026/10/1264266.7%
HoAssYoAss (Rank 25)2026/10/1262433.3%
ヒルヒル (Rank 13)2026/10/12220100.0%
あぽろん (Rank 29)2026/10/1252340.0%
don'tthink,feel. (Rank 27)2026/10/1172528.6%
タピる。 (Rank 34)2026/10/10114736.4%
G13 (Rank 21)2026/09/1643175.0%
KillBill (Rank 31)2026/09/1462433.3%
r1s1d8 (Rank 27)2026/09/1363350.0%
kowalski (Rank 26)2026/09/131916384.2%
kojop-oyabin (Rank 29)2026/09/1231233.3%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 27)2026/09/0242250.0%
タイヨウ (Rank 31)2026/08/29105550.0%
∈挙動不審∋ (Rank 32)2026/08/19125741.7%
無槪念野獸/무개념야수 (Rank 26)2026/08/053030.0%
けいすけ新宿 (Rank 33)2026/08/0542250.0%
bkcnl.take (Rank 3)2026/08/02220100.0%
jingoro12 (Rank 27)2026/07/27330100.0%
Sinabro (Rank 28)2026/07/0352340.0%
ばくちーラウ (Rank 21)2026/06/2142250.0%
jiwoonpk (Rank 31)2026/06/1031233.3%
滝太郎(Takitarou) (Rank 25)2026/05/22220100.0%
Toragoto (Rank 22)2026/04/2521150.0%
mitorakujo (Rank 25)2026/04/2542250.0%
シン・タカチヨ (Rank 27)2026/04/2164266.7%

Round openings

Every character

guardG476.5%
evade down into Sit Jab2P354.8%
evade up into backdash334.6%
evade down into guardG324.4%
evade down273.7%
backdash into evade down263.6%
evade up253.5%
evade down into Katousui2P233.2%
up-back kick+guard7K+G into High Spin KickK+G233.2%
up-back kick+guard7K+G172.4%
backdash into guardG152.1%
Juchou Senshou8P+K into crouch141.9%
evade down into crouch141.9%
Demon Dance9P+K into Demon's Tail9P+KK121.7%
Juchou Senshou8P+K121.7%

173 further openings account for the other 368 rounds.

Counted from 179 of the 193 matches played. The rest were not pulled for openings.

El Blaze

Career
401–335 · 54.5%
This season
89 matches · 53.9%
Peak rank
29

First hit in 48.4% of 343 rounds. Won 53.0% of the rounds they struck first, 53.7% of the rounds they were struck first.

Significant Tells

  • Against Akira: backs off first in 31.8% of rounds, against 10.5% against everyone else.
  • After opening the round before by backing off: backs off first in 33.3% of rounds, against 6.8% after anything else.

How is this tested?

evade down into Sit Jab2P3510.2%
guardG277.9%
up-back kick+guard7K+G into High Spin KickK+G236.7%
evade up into backdash175.0%
up-back kick+guard7K+G175.0%
evade down into guardG164.7%
backdash into evade down144.1%
evade down133.8%
Demon Dance9P+K into Demon's Tail9P+KK123.5%
Volcano Upper4P+K into ElbowP+K123.5%
backdash into Volcano Upper4P+K92.6%
backdash into guardG92.6%
evade up72.0%
up-back kick+guard7K+G into up-back, up kick+guard78K+G72.0%
guardG into Sit Jab2P61.8%

67 further openings account for the other 119 rounds.

Counted from 87 of the 89 matches played. The rest were not pulled for openings.

Lion

Career
354–256 · 58.0%
This season
57 matches · 52.6%
Peak rank
30

First hit in 55.5% of 209 rounds. Won 55.2% of the rounds they struck first, 43.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into Katousui2P2311.0%
evade up167.7%
Juchou Senshou8P+K into crouch146.7%
Juchou Senshou8P+K125.7%
evade up into backdash125.7%
Senkyutai1K into kickK83.8%
backdash into back kick+guard4K+G83.8%
Juchou Senshou8P+K into Souji SenpuP+K62.9%
backdash into Sentai4K62.9%
evade down into crouch62.9%
backdash into evade down52.4%
evade up into Shicchi Soutai3K+G52.4%
backdash41.9%
crouch into Shicchi Soutai3K+G41.9%
evade down41.9%

54 further openings account for the other 76 rounds.

Counted from 51 of the 57 matches played. The rest were not pulled for openings.

Jeffry

Career
54–31 · 63.5%
This season
14 matches · 57.1%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Ducking Low2K+G712.3%
guardG610.5%
backdash into Side Kick3K47.0%
backdash into backward movement47.0%
evade down into guardG47.0%
Dash Elbow66P into Dash Elbow Upper66PP35.3%
backdash into guardG35.3%
evade down into Low Knuckle2P35.3%
Elbow Butt6P into Elbow Hammer6PP23.5%
evade down into Ducking Low2K+G23.5%
evade down into crouch23.5%
evade down into throwP+G23.5%
forward dash into guardG23.5%
Torpedo Head Butt4P+K into Body CrushP+K11.8%
backdash into Elbow Hammer6PP11.8%

11 further openings account for the other 11 rounds.

Pai

Career
102–51 · 66.7%
This season
16 matches · 56.2%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ensei Haijinkyaku7K+G into Ensei SenpukyakuK+G715.9%
guardG613.6%
evade down511.4%
Ensei Haijinkyaku7K+G49.1%
Honshin Soukyaku1K+G into Ensei SenpukyakuK+G36.8%
evade down into punchP36.8%
punchP36.8%
evade up into backward movement24.5%
guardG into evade down24.5%
Honrakukyaku46K+G into Ensei SenpukyakuK+G12.3%
backdash into Ensei Haijinkyaku7K+G12.3%
backdash into Ensei Soushouheki4P12.3%
backdash into evade down12.3%
evade down into Ryoushou6P+K12.3%
evade down into crouch12.3%

3 further openings account for the other 3 rounds.

Counted from 10 of the 16 matches played. The rest were not pulled for openings.

Taka

Career
40–20 · 66.7%
This season
7 matches · 85.7%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG518.5%
backdash into evade down311.1%
guardG311.1%
Morotezuki66P into Morote Tsuppari66PP27.4%
evade down27.4%
evade down into Shita Harite2P27.4%
backdash into Honda Zutsuki4PP+K13.7%
backdash into Tsuppari 2PP13.7%
backdash into guardG13.7%
backward movement into evade down13.7%
crouch into Tsuyubarai2P+K13.7%
evade down into punchP13.7%
evade up into Shita Harite2P13.7%
guardG into Tsuppari 5PPPPP13.7%
guardG into evade down13.7%

1 further openings account for the other 1 rounds.

Jacky

Career
60–39 · 60.6%
This season
6 matches · 16.7%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into Squat Straight2P312.0%
evade up into guardG312.0%
evade down28.0%
evade down into Low Spin Kick1K+G28.0%
evade down into guardG28.0%
evade up into backdash28.0%
guardG28.0%
Low Spin Kick1K+G into Spinning KickK+G14.0%
Low Spin Kick1K+G into kickK14.0%
Somersault Kick7K14.0%
Somersault Kick7K into kickK14.0%
backdash into evade up14.0%
evade down into punchP14.0%
forward dash into Low Spin Kick1K+G14.0%
guardG into Low Spin Kick1K+G14.0%

1 further openings account for the other 1 rounds.

Goh

Career
19–9 · 67.9%
This season
3 matches · 66.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down214.3%
Hiji'ate6P17.1%
Kirin33P into Denkou3PP17.1%
Kurogane Kudaki66P into Hiji'ate6P17.1%
Soukyu46P into Tsurane ShoudaPP17.1%
backdash into guardG17.1%
backward movement into Hiji'ate6P17.1%
backward movement into evade up17.1%
crouch into Kusabigeri2K17.1%
evade down into Sune'uchi2P17.1%
evade down into guardG17.1%
evade up17.1%
evade up into backdash17.1%

Shun

Career
4–1 · 80.0%
This season
1 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shinho Suikoushu43P+K into Dokuritsu Kanpai46P+K125.0%
crouch into Haisenchu Kaikakyaku1PK125.0%
evade up125.0%
punchP into Gyousentai2K125.0%

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 (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • El Blaze: 2 of 14 tests hold up
  • Lion: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Shun: not tested (too few rounds)