VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

El Blaze

luca3desu

  • Jean
  • Pai
Career matches504
Career win rate69.8%
Round win rate60.4%
Peak rank32
Distinct opponents50
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1544 #1,713 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 Blaze3231721710068.5%
Jean2996702672.9%
Pai2891652671.4%

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

409 of 409 rounds counted

7.1 inputs a second (426 a minute) this season. Faster than 49% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze7.0422342
Jean7.846555
Pai6.438412

By opponent's character

Jacky6.941546
Wolf7.243244
Goh7.243246
Kage7.142639
Aoi6.840937
Lei Fei7.545131
Lau6.941523
Akira7.544923
Jeffry7.344025
Shun7.243521
Eileen7.041823
El Blaze6.841021
Brad7.444212
Sarah6.33786
Jean7.84654
Lion6.23724
Pai6.13654

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

Jacky114736.4%-34.5
Wolf119281.8%+11.3
Goh105550.0%-4.0
Kage106460.0%-15.0
Aoi98188.9%+22.5
Lei Fei85362.5%-4.9
Lau74357.1%-16.4
Akira660100.0%+32.3
Jeffry63350.0%-27.0
Shun64266.7%+1.0
Eileen54180.0%+10.7
El Blaze550100.0%+36.7
Brad32166.7%+19.9
Sarah220100.0%+18.7
Jean110100.0%+43.2
Lion110100.0%+25.1
Pai1010.0%-66.9

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 Fence27171063.0%-4.4
Low Fence1310376.9%+7.5
Breakable Full Fence126650.0%-14.5
Open118372.7%-1.9
Single Wall97277.8%+9.2
Breakable Half Fence65183.3%+16.3
Full Fence and Open53260.0%-3.8
Octagon440100.0%+26.7
Rectangle31233.3%-27.2
Full Fence220100.0%+21.4

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
Walls5464.8%66.4%-1.5
No walls3375.8%71.4%+4.3

Walls against open: -5.9 points (95% range -26.7 to +15.0), p 0.582 — 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

造り酒屋の御曹司 (Rank 25)2026/10/09220100.0%
こっちん scrooge6lsb (Rank 29)2026/10/0732166.7%
きつね (Rank 28)2026/10/0732166.7%
いかちゃPC直した (Rank 30)2026/10/0752340.0%
ペケ壱 (Rank 29)2026/10/05220100.0%
ぽんぽんぺいん (Rank 34)2026/10/042020.0%
orz (Rank 31)2026/10/04220100.0%
NoMark/ノーマーク (Rank 29)2026/10/04330100.0%
ロデム (Rank 32)2026/10/04220100.0%
えびもち (Rank 34)2026/10/0431233.3%
Wonda15426 (Rank 29)2026/10/0332166.7%
アルコール中学 (Rank 29)2026/10/0331233.3%
エルモchYT★プなれ★ (Rank 30)2026/10/0351420.0%
ケイメイざとぅ (Rank 32)2026/10/02220100.0%
めかざわ (Rank 30)2026/10/0254180.0%
nanami.madogiwa (Rank 32)2026/09/2951420.0%
Nn_nekosuke (Rank 30)2026/09/262020.0%
mitorakujo (Rank 28)2026/09/2631233.3%
ぬっき~@ (Rank 28)2026/09/2654180.0%
失礼!スマッシュ☆彡 (Rank 26)2026/09/26220100.0%
ガンジャッキー(bunbun) (Rank 27)2026/09/26220100.0%
家庭内最弱の剛君 (Rank 27)2026/09/2521150.0%
ポンズ (Rank 24)2026/09/25220100.0%
a39611619 (Rank 21)2026/09/2432166.7%
poliahu.hawaii (Rank 1)2026/09/24220100.0%

Round openings

El Blaze

Career
217–100 · 68.5%
This season
85 matches · 68.2%
Peak rank
32

First hit in 52.4% of 340 rounds. Won 61.8% of the rounds they struck first, 60.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Volcano Upper4P+K6318.4%
backdash into evade down4914.3%
crouch dash back into Hammer Smash46P+K185.3%
backdash into Rolling Low Knuckle1P154.4%
crouch dash back into Straight6P+K123.5%
evade down into Hammer Smash46P+K113.2%
Demon Dance9P+K into Demon's Tail9P+KK92.6%
Rolling Low Knuckle1P82.3%
forward movement into punchP82.3%
guardG82.3%
backdash into Volcano Upper4P+K72.0%
crouch dash forward into Straight6P+K72.0%
Hammer Smash46P+K into ElbowP+K61.8%
backdash into throwP+G61.8%
crouch into Sit Jab2P61.8%

57 further openings account for the other 109 rounds.

Not counted here: Jean, Pai. Their matches were not pulled for openings.

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 (15 here; about 0.8 would come up by chance alone before the correction).

Tests behind each character's list

  • El Blaze: 0 of 15 tests hold up