VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

guigui8393

  • Jean
  • Dural
Career matches8,433
Career win rate52.4%
Round win rate50.4%
Peak rank40
Distinct opponents322
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1744 #608 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 Blaze394,8162,4442,37250.8%
Dural401,72893279653.9%
Jean361,59584874753.2%
Taka—2401598166.2%
Goh—54322259.3%

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

5,637 of 6,356 rounds counted

5.6 inputs a second (338 a minute) this season. Faster than 10% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean5.63362,950
El Blaze5.73421,654
Dural5.63341,033

By opponent's character

Akira5.5330604
Jacky5.6334475
Kage5.6336453
Jeffry5.5331331
Shun5.9352351
Goh5.6338314
Lau5.8348316
Sarah5.7342239
Lei Fei5.7343297
Wolf5.6334325
Pai5.6339245
Aoi5.7340253
Vanessa5.7340216
El Blaze5.5332228
Taka5.2312230
Jean5.8345179
Brad5.8350178
Lion5.7344150
Dural5.8346163
Eileen5.432790

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

Akira155807551.6%-1.8
Jacky131716054.2%+0.2
Kage122596348.4%+0.4
Jeffry98485049.0%+2.8
Shun94514354.3%+8.1
Goh88434548.9%-2.2
Lau88404845.5%+0.5
Sarah87285932.2%-10.0
Lei Fei84513360.7%+6.4
Wolf84493558.3%+2.7
Pai73294439.7%-6.9
Aoi70313944.3%-8.8
Vanessa70313944.3%-3.3
El Blaze61362559.0%+7.7
Taka59332655.9%+8.9
Jean53302356.6%+4.1
Brad47212644.7%-8.1
Lion41152636.6%-10.8
Dural40251562.5%+4.0
Eileen30181260.0%+7.4

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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

Full Fence176799744.9%-4.7
Single Wall174799545.4%-5.4
Breakable Full Fence166769045.8%-5.7
Breakable Half Fence159857453.5%+2.6
Low Fence158748446.8%-3.2
Octagon155718445.8%-2.9
Open155946160.6%+10.8
Rectangle151846755.6%+8.1
Half Fence119576247.9%-3.1
Full Fence and Open87474054.0%+2.7

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls92648.8%49.7%-0.9
No walls48750.7%50.3%+0.5

Walls against open: -1.4 points (95% range -6.9 to +4.1), p 0.625 — 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

Phrazes_For_The_Young (Rank 33)2026/10/1824141058.3%
漂泊の民回線ジプシー (Rank 37)2026/10/1830151550.0%
Koutei (Rank 33)2026/10/182417770.8%
MaBoy (Rank 34)2026/10/1832161650.0%
あをゐ (Rank 35)2026/10/16168850.0%
nanami.madogiwa (Rank 36)2026/10/132214863.6%
ps-splitsecond (Rank 33)2026/10/102112957.1%
zephyr_dural (Rank 33)2026/09/30169756.2%
ふかふか (Rank 39)2026/09/30147750.0%
NORESPECT (Rank 38)2026/09/2941142734.1%
Mochi/かしわもち (Rank 39)2026/09/18135838.5%
banpal/バンパル (Rank 38)2026/09/1525121348.0%
무파ZeroBlue (Rank 34)2026/09/11137653.9%
cyomiko (Rank 41)2026/09/0956183832.1%
shenron0321 (Rank 42)2026/09/09124833.3%
ドナドナ7 (Rank 39)2026/09/05147750.0%
jikacho-Gigas (Rank 39)2026/09/042481633.3%
根菜電鉄 (Rank 38)2026/09/0423131056.5%
mahiro_725 (Rank 36)2026/09/021910952.6%
マハリータまるこ (Rank 39)2026/08/28167943.8%
かえる (Rank 38)2026/08/28148657.1%
ビックバンベイダー (Rank 36)2026/06/17139469.2%
Source-chaude-Pa (Rank 40)2026/06/161651131.2%
interceptor (Rank 39)2026/06/0658322655.2%
めろぴ。 (Rank 40)2026/05/18135838.5%

Round openings

Every character

Gyaku Seikenzuki66P2834.9%
Demon Dance9P+K into Demon's Tail9P+KK1692.9%
Fade Roll Kick7K1672.9%
evade down into Gyaku Seikenzuki66P1672.9%
Hi'en Tankyaku9K1492.6%
backdash into Head Smash Kick46K1462.5%
punchP1402.4%
Shitanagi Shutou1P1312.3%
Volcano Upper4P+K1262.2%
guardG1252.2%
evade down into crouch dash forward1111.9%
forward movement into punchP1051.8%
backdash into Kake'uchi46P891.5%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK791.4%
Sit Jab2P into backdash761.3%

637 further openings account for the other 3,722 rounds.

Counted from 1,430 of the 1,575 matches played. The rest were not pulled for openings.

Jean

Career
848–747 · 53.2%
This season
738 matches · 48.5%
Peak rank
36

First hit in 46.8% of 2,367 rounds. Won 51.8% of the rounds they struck first, 46.9% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 23.3% of rounds, against 18.0% in their other rounds.
  • Against Shun: evades first in 35.0% of rounds, against 15.8% against everyone else.
  • After winning a round: backs off first in 22.9% of rounds, against 13.2% after losing one.
  • When ahead: backs off first in 23.1% of rounds, against 16.1% when level or behind.
  • Against Brad: opens with “1P Shitanagi Shutou” in 22.9% of rounds, against 5.0% against everyone else.
  • After losing a round: opens with “66P Gyaku Seikenzuki” in 18.3% of rounds, against 7.4% after winning one.
  • When behind: opens with “66P Gyaku Seikenzuki” in 17.7% of rounds, against 8.9% when ahead or level.

How is this tested?

Gyaku Seikenzuki66P28311.9%
evade down into Gyaku Seikenzuki66P1677.0%
Shitanagi Shutou1P1315.5%
backdash into Kake'uchi46P893.7%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK793.3%
backdash into Kake'uchi~Maekeri'age46PK763.2%
punchP into Maeken~Joudan MawashigeriPK642.7%
up, up-back kick87K522.2%
Doumawashi Kaitengeri46K+G472.0%
up-back kick7K472.0%
Hizageri4K into Kousenshu4KP451.9%
Harai'uke (Deflect)4P+K+G441.9%
backdash into Doumawashi Kaitengeri46K+G441.9%
backward movement into Koubougeri6K+G431.8%
Shitamaeken2P411.7%

246 further openings account for the other 1,126 rounds.

Counted from 593 of the 738 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Jean

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira19–24 · 44%10–11 · 48%too few to test
Jeffry13–25 · 34%7–11 · 39%too few to test
Jacky14–16 · 47%14–15 · 48%too few to test
Kage18–17 · 51%2–7 · 22%too few to test
Wolf14–17 · 45%6–9 · 40%too few to test
Lau8–11 · 42%7–5 · 58%too few to test
Dural12–7 · 63%4–2 · 67%too few to test
Lei Fei10–4 · 71%4–4 · 50%too few to test
Shun1–1 · 50%12–9 · 57%too few to test
Aoi4–10 · 29%6–4 · 60%too few to test
Taka10–6 · 62%3–3 · 50%too few to test
Vanessa3–8 · 27%5–3 · 62%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.

145 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?

El Blaze

Career
2,444–2,372 · 50.8%
This season
581 matches · 48.9%
Peak rank
39

First hit in 47.1% of 2,369 rounds. Won 53.5% of the rounds they struck first, 46.1% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 30.6% of rounds, against 18.7% in their other rounds.
  • Against Shun: evades first in 29.5% of rounds, against 8.6% against everyone else.
  • After opening the round before by moving in: moves in first in 22.7% of rounds, against 11.7% after anything else.
  • After losing a round: moves in first in 19.9% of rounds, against 5.6% after winning one.
  • When behind: moves in first in 19.1% of rounds, against 8.0% when ahead or level.
  • In round 4 or later: opens with “7K Fade Roll Kick” in 11.0% of rounds, against 5.6% in their other rounds.
  • Against El Blaze: opens with “P punch” in 15.8% of rounds, against 3.6% against everyone else.
  • On Breakable Half Fence stages: opens with “7K Fade Roll Kick” in 13.5% of rounds, against 6.4% on the other stages.
  • After winning a round: opens with “7K Fade Roll Kick” in 11.2% of rounds, against 1.7% after losing one.
  • When behind: opens with “9P+K Demon Dance into 9P+KK Demon's Tail” in 11.3% of rounds, against 4.0% when ahead or level.

How is this tested?

Demon Dance9P+K into Demon's Tail9P+KK1697.1%
Fade Roll Kick7K1677.0%
backdash into Head Smash Kick46K1466.2%
Volcano Upper4P+K1265.3%
punchP984.1%
forward movement into punchP964.0%
Sit Jab2P into backdash763.2%
guardG733.1%
Sit Jab2P713.0%
backdash into Darkness Sword43K+G703.0%
Tornado Spin (Deflect)P+K+G642.7%
crouch dash back into Hammer Smash46P+K552.3%
crouch dash back into Demon's Tail9P+KK492.1%
crouch dash forward into guardG461.9%
evade down into crouch dash forward461.9%

256 further openings account for the other 1,022 rounds.

By stage type

Record against each character on walled and open stages, as El Blaze

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira14–15 · 48%15–12 · 56%too few to test
Lau12–18 · 40%5–5 · 50%too few to test
Sarah10–20 · 33%2–10 · 17%too few to test
Goh17–11 · 61%4–3 · 57%too few to test
Pai10–17 · 37%3–7 · 30%too few to test
Lei Fei16–13 · 55%5–3 · 62%too few to test
Kage8–12 · 40%6–5 · 55%too few to test
Vanessa11–12 · 48%3–6 · 33%too few to test
Shun9–9 · 50%2–3 · 40%too few to test
Jacky10–11 · 48%4–3 · 57%too few to test
Wolf11–4 · 73%7–2 · 78%too few to test
El Blaze7–5 · 58%5–5 · 50%too few to test
Jean7–6 · 54%5–3 · 62%too few to test
Jeffry10–6 · 62%4–0 · 100%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.

How is this tested?

Dural

Career
932–796 · 53.9%
This season
256 matches · 57.4%
Peak rank
40

First hit in 42.6% of 1,026 rounds. Won 61.8% of the rounds they struck first, 48.7% of the rounds they were struck first.

Significant Tells

  • Against Goh: backs off first in 37.0% of rounds, against 18.1% against everyone else.
  • In round 1: opens with “backdash into 44K+G back, back kick+guard” in 7.4% of rounds, against 2.6% in their other rounds.
  • Against Aoi: opens with “41236P+K back, down-back, down, down-forward, forward punch+kick” in 14.3% of rounds, against 3.0% against everyone else.
  • After losing a round: opens with “backdash into 44K+G back, back kick+guard” in 4.7% of rounds, against 0.7% after winning one.

How is this tested?

Hi'en Tankyaku9K14914.4%
evade down into Dash Hammer Kick66K605.8%
backdash into back, back kick+guard44K+G393.8%
back, down-back, down, down-forward, forward punch+kick41236P+K373.6%
Dash Hammer Kick66K363.5%
crouch dash back into down, down-back, down, down-back, back kick+guard21214K+G333.2%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK302.9%
guardG292.8%
evade down into crouch dash forward272.6%
forward dash into forward, forward punch+kick66P+K212.0%
forward kick+guard6K+G212.0%
backdash into Dragon Smash Cannon1K191.8%
evade up181.7%
crouch dash forward into guardG161.6%
evade down into down, back, back kick+guard244K+G151.4%

190 further openings account for the other 483 rounds.

By stage type

Record against each character on walled and open stages, as Dural

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Kage8–6 · 57%4–4 · 50%too few to test
Goh9–12 · 43%0–0 · —too few to test
Sarah7–6 · 54%2–5 · 29%too few to test
Shun8–3 · 73%4–6 · 40%too few to test
El Blaze9–4 · 69%2–6 · 25%too few to test
Jacky6–2 · 75%7–3 · 70%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.

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 (49 here; about 2.5 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

  • Jean: 7 of 16 tests hold up
  • El Blaze: 10 of 18 tests hold up
  • Dural: 4 of 15 tests hold up