VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

爆走夢歌

  • Vanessa
Career matches2,749
Career win rate53.5%
Round win rate53.1%
Peak rank37
Distinct opponents159
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1690 #850 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 Blaze372,2051,1761,02953.3%
Vanessa3353729624155.1%
Goh—7070.0%

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

701 of 1,148 rounds counted

9.8 inputs a second (590 a minute) this season. Faster than 94% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze10.0601557
Vanessa9.1546144

By opponent's character

Akira10.3621104
Jacky9.858546
Sarah9.355743
Kage9.758361
Shun10.562735
Wolf10.362160
Jeffry9.758138
Pai9.758245
Aoi9.657543
Vanessa9.758217
El Blaze9.355634
Lion9.657643
Taka9.758416
Goh9.657938
Brad10.562923
Lau9.456527
Lei Fei9.456211
Jean10.562810
Eileen8.65167

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

Akira34201458.8%+3.9
Jacky2719870.4%+17.0
Sarah2214863.6%+6.2
Kage2091145.0%-8.7
Shun1910952.6%-2.8
Wolf189950.0%-6.8
Jeffry179852.9%-4.8
Pai1771041.2%-11.0
Aoi159660.0%+2.5
Vanessa158753.3%+0.4
El Blaze147750.0%-5.5
Lion147750.0%+0.3
Taka138561.5%+14.0
Goh1210283.3%+24.0
Brad93633.3%-25.4
Lau82625.0%-30.8
Lei Fei73442.9%-6.3
Jean31233.3%-22.4
Eileen220100.0%+35.0

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.

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

Breakable Half Fence37191851.4%-7.9
Half Fence37201754.0%+2.5
Full Fence35181751.4%-2.9
Breakable Full Fence32211165.6%+11.2
Open32191359.4%+5.5
Rectangle30181260.0%+4.0
Single Wall25141156.0%-2.5
Octagon2081240.0%-11.2
Low Fence1710758.8%+4.9
Full Fence and Open114736.4%-17.6

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19154.5%54.7%-0.3
No walls7458.1%55.7%+2.4

Walls against open: -2.6 points (95% range -16.0 to +10.7), p 0.698 — 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

おこげ (Rank 37)2026/10/1631233.3%
オロチ (Rank 33)2026/10/1332166.7%
周大人 (Rank 41)2026/10/1331233.3%
はげまん (Rank 29)2026/10/1253260.0%
イチゲン (Rank 30)2026/10/1032166.7%
zakisan (Rank 37)2026/10/0652340.0%
小名浜DC (Rank 38)2026/10/0283537.5%
Source-chaude-Pa (Rank 41)2026/09/2951420.0%
究極無敵 (Rank 38)2026/09/27440100.0%
expensive-sand (Rank 40)2026/09/2731233.3%
ダンプよっし~2.0 (Rank 39)2026/09/2732166.7%
タカユキお兄ちゃん/takayuki_vf (Rank 36)2026/09/2741325.0%
モンゴリアン☆銀狼 (Rank 39)2026/09/0831233.3%
アドリブ使い (Rank 34)2026/09/0232166.7%
Umemon2026 (Rank 36)2026/08/2964266.7%
ヘニオ (Rank 34)2026/08/2152340.0%
kfc7p (Rank 35)2026/06/07330100.0%
shogun-iwaki (Rank 33)2026/06/0742250.0%
まぼ (Rank 36)2026/05/2032166.7%
たぴる (Rank 36)2026/05/0843175.0%
やまだ (Rank 38)2026/05/0753260.0%
skyward_wildcat4 (Rank 31)2026/04/26440100.0%
ジークリオン (Rank 33)2026/04/2231233.3%
muumuu (Rank 37)2026/04/1841325.0%
あいりく (Rank 33)2026/03/2831233.3%

Round openings

Every character

Demon Dance9P+K into Demon's Tail9P+KK839.8%
crouch into Sit Jab2P647.5%
forward movement into punchP384.5%
evade down into guardG344.0%
Volcano Upper4P+K into Back Knuckle4P293.4%
Tornado Spin (Deflect)P+K+G into Heartbreak SmashP+K+GP242.8%
punchP232.7%
Backswing Rocket1P+K202.4%
crouch into Low Spin Kick2K+G182.1%
Shadow Strike6P161.9%
evade down into crouch dash forward161.9%
guardG151.8%
backdash into Head Smash Kick46K131.5%
crouch dash forward into guardG121.4%
crouch dash back into guardG111.3%

214 further openings account for the other 432 rounds.

Counted from 212 of the 286 matches played. The rest were not pulled for openings.

El Blaze

Career
1,176–1,029 · 53.3%
This season
242 matches · 52.9%
Peak rank
37

First hit in 51.8% of 800 rounds. Won 51.9% of the rounds they struck first, 53.4% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 26.7% of rounds, against 15.6% in their other rounds.
  • In round 1: opens with “evade down into G guard” in 8.4% of rounds, against 2.8% in their other rounds.
  • Against Shun: opens with “evade down into G guard” in 12.7% of rounds, against 3.6% against everyone else.
  • After opening the round before with “9P+K Demon Dance into 9P+KK Demon's Tail”: opens with “crouch into 2P Sit Jab” in 21.1% of rounds, against 7.2% after anything else.

How is this tested?

Demon Dance9P+K into Demon's Tail9P+KK8310.2%
crouch into Sit Jab2P647.9%
forward movement into punchP384.7%
evade down into guardG344.2%
Volcano Upper4P+K into Back Knuckle4P293.6%
Tornado Spin (Deflect)P+K+G into Heartbreak SmashP+K+GP243.0%
punchP232.8%
Backswing Rocket1P+K202.5%
crouch into Low Spin Kick2K+G182.2%
Shadow Strike6P162.0%
evade down into crouch dash forward162.0%
guardG151.9%
backdash into Head Smash Kick46K131.6%
crouch dash forward into guardG121.5%
crouch dash back into guardG111.4%

188 further openings account for the other 396 rounds.

Counted from 202 of the 242 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
Akira8–3 · 73%5–6 · 45%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.

40 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
296–241 · 55.1%
This season
44 matches · 65.9%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: Back Charge Kick719.4%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP25.6%
Offensive Style: Bunker Buster25.6%
Offensive Style: crouch into Leg Guard Crush2P25.6%
Offensive Style: forward movement into punchP25.6%
Defensive Style: Defensive Elbow (Deflect)12.8%
Defensive Style: crouch dash back into down-back kick1K12.8%
Defensive Style: crouch into Sit Jab2P12.8%
Defensive Style: punch into forward dash12.8%
Defensive Style: punch into throwP+G12.8%
Offensive Style: Bunker Buster into forward dash12.8%
Offensive Style: Counter Strike into Combo UpperPPP12.8%
Offensive Style: Leg Guard Crush12.8%
Offensive Style: Leg Guard Crush into forward dash12.8%
Offensive Style: Long Barrel Blow into Body Blow~Bullet Hook6PP12.8%

11 further openings account for the other 11 rounds.

Counted from 10 of the 44 matches played. The rest 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).
  • 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
  • Vanessa: not tested (too few rounds)