VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

RedRamMysterio

Career matches3,942
Career win rate49.4%
Round win rate51.6%
Peak rank32
Distinct opponents192
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1582 #1,470 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 Blaze323,9421,9471,99549.4%

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

1,668 of 1,668 rounds counted

5.9 inputs a second (353 a minute) this season. Faster than 16% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze5.93531,668

By opponent's character

Jacky6.1368200
Wolf6.1364179
Akira5.8346145
Pai5.7341107
Sarah5.9354107
Shun6.136495
Lau5.835094
Jeffry5.935292
Vanessa5.633888
Jean6.136880
Aoi5.734475
Lei Fei5.734177
Brad6.036367
Goh6.136751
Kage5.734051
Taka5.734355
Lion5.432246
Eileen5.834927
El Blaze5.633727
Dural6.03605

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

Jacky51302158.8%+8.6
Wolf44251956.8%+8.5
Akira38201852.6%+1.0
Pai2791833.3%-18.2
Sarah27171063.0%+7.7
Shun25141156.0%+0.7
Lau2415962.5%+17.5
Jeffry2315865.2%+18.4
Vanessa22111150.0%-2.8
Jean1981142.1%-11.4
Aoi1810855.6%+1.8
Lei Fei1851327.8%-25.5
Brad1610662.5%+11.7
Goh138561.5%+12.3
Kage1331023.1%-23.4
Taka134930.8%-19.0
Lion115645.5%-3.5
Eileen71614.3%-33.8
El Blaze62433.3%-17.9
Dural1010.0%-54.8

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Single Wall51272452.9%+3.0
Half Fence50282256.0%+8.6
Full Fence46182839.1%-16.9
Breakable Half Fence45232251.1%-1.7
Open42222052.4%+2.0
Rectangle41212051.2%+2.5
Low Fence39172243.6%-7.4
Octagon38211755.3%+3.0
Breakable Full Fence35171848.6%-1.3
Full Fence and Open2013765.0%+14.0

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls25550.2%51.1%-0.9
No walls13250.0%50.4%-0.4

Walls against open: -0.5 points (95% range -11.3 to +10.3), p 0.930 — 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

hattori1357 (Rank 34)2026/10/0451420.0%
ガリバー (Rank 32)2026/10/0486275.0%
え~る (Rank 31)2026/09/2342250.0%
きてぃ☆ (Rank 29)2026/09/2341325.0%
wakakoma_s (Rank 30)2026/09/23440100.0%
オムレツハンター© (Rank 33)2026/09/2342250.0%
tn1214sabretooth (Rank 32)2026/09/1851420.0%
game_uver (Rank 33)2026/09/184040.0%
كليوديتي (Rank 31)2026/09/1874357.1%
ジャキる。 (Rank 30)2026/09/1883537.5%
Melt (Rank 33)2026/09/1842250.0%
midori6127 (Rank 30)2026/09/143030.0%
ボブソン (Rank 35)2026/09/1451420.0%
クロサギ@はなちゃん (Rank 32)2026/09/1441325.0%
ぷこ (Rank 35)2026/09/1353260.0%
AYA (Rank 32)2026/09/1352340.0%
【降格】山盛り (Rank 31)2026/09/1252340.0%
ルビーロマン葵 (Rank 32)2026/09/1043175.0%
イイダ (Rank 31)2026/09/0764266.7%
akimaru7 (Rank 30)2026/08/224040.0%
fdjskjfsdls (Rank 27)2026/07/20660100.0%
Akishin-0313 (Rank 30)2026/07/2043175.0%
BANANA (Rank 29)2026/06/0742250.0%
しゅが~nsr (Rank 27)2026/05/28106460.0%
MATSUNAGAAKIRA.REBOOT (Rank 26)2026/05/2563350.0%

Round openings

El Blaze

Career
1,947–1,995 · 49.4%
This season
416 matches · 51.0%
Peak rank
32

First hit in 47.6% of 1,589 rounds. Won 54.2% of the rounds they struck first, 49.5% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 36.6% of rounds, against 25.1% in their other rounds.
  • Against Vanessa: moves in first in 47.7% of rounds, against 26.8% against everyone else.
  • After opening the round before by moving in: moves in first in 31.7% of rounds, against 22.3% after anything else.
  • Against Akira: opens with “P punch” in 12.4% of rounds, against 3.2% against everyone else.

How is this tested?

forward dash into guardG966.0%
Shadow Strike6P794.9%
backdash into Head Smash Kick46K734.6%
crouch dash forward into guardG644.0%
punchP644.0%
guardG613.8%
evade up into crouch dash forward563.5%
crouch dash forward into evade down412.6%
evade down into forward dash301.9%
evade up into crouch dash back291.8%
Low Spin Kick2K+G261.6%
evade down into guardG251.6%
Low Drop Kick1K+G231.4%
backdash into Darkness Sword43K+G231.4%
evade down into crouch dash forward221.4%

275 further openings account for the other 888 rounds.

Counted from 399 of the 416 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
Jacky16–11 · 59%7–5 · 58%too few to test
Wolf11–13 · 46%10–6 · 62%too few to test
Akira10–8 · 56%5–7 · 42%too few to test
Pai7–13 · 35%1–3 · 25%too few to test
Sarah15–5 · 75%2–4 · 33%too few to test
Shun7–11 · 39%7–0 · 100%too few to test
Lau6–6 · 50%9–3 · 75%too few to test
Jeffry7–5 · 58%6–3 · 67%too few to test
Vanessa9–6 · 60%2–4 · 33%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.

17 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?

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).
  • 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: 4 of 15 tests hold up