VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

udon-187

  • Goh
  • Pai
  • Wolf
  • Jeffry
  • Shun
  • Jean
  • Lion
  • Eileen
Career matches2,893
Career win rate63.7%
Round win rate49.9%
Peak rank32
Distinct opponents95
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1556 #1,633 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 Blaze3271042828260.3%
Goh3046227918360.4%
Pai3044527916662.7%
Wolf2834020513560.3%
Jeffry3032020911165.3%
Shun322611936874.0%
Eileen291921434974.5%
Jean26130884267.7%
Lion2624121250.0%
Lau—98188.9%

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

552 of 833 rounds counted

6.8 inputs a second (405 a minute) this season. Faster than 38% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze7.0421224
Goh6.7399155
Pai6.438234
Wolf6.337653
Jeffry5.63375
Shun6.840637
Jean6.840820
Lion6.639524

By opponent's character

Akira6.941396
Wolf7.142476
El Blaze6.639462
Jacky6.740360
Pai6.639637
Vanessa6.941327
Jean7.243532
Kage7.343912
Lau6.136415
Goh6.337717
Jeffry6.03599
Shun6.941214
Aoi7.142619
Brad6.237321
Dural6.841010
Lion6.639615
Sarah6.13667
Eileen6.438113
Taka6.338110

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

Akira29151451.7%+0.9
Wolf25151060.0%+15.2
El Blaze1961331.6%-16.3
Jacky1771041.2%-5.9
Pai136746.1%-4.6
Vanessa137653.9%+5.5
Jean126650.0%+3.8
Kage113827.3%-11.9
Lau104640.0%-8.2
Goh97277.8%+24.1
Jeffry96366.7%+24.1
Shun86275.0%+25.6
Aoi72528.6%-28.8
Brad52340.0%-12.0
Dural42250.0%+6.2
Lion41325.0%-19.4
Sarah42250.0%-2.1
Eileen3030.0%-53.7
Taka21150.0%-12.7
Lei Fei110100.0%+51.5

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

Breakable Full Fence36181850.0%+7.8
Half Fence28111739.3%-16.0
Open28161257.1%+9.6
Rectangle2691734.6%-14.7
Single Wall178947.1%-3.9
Breakable Half Fence1611568.8%+18.6
Octagon1661037.5%-9.8
Low Fence145935.7%-16.1
Full Fence and Open86275.0%+26.9
Full Fence65183.3%+30.9

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
Walls12846.9%48.3%-1.4
No walls5949.2%49.8%-0.7

Walls against open: -0.7 points (95% range -18.2 to +16.7), p 0.935 — 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

naska3th (Rank 27)2026/10/0731233.3%
SHUSHUSHU (Rank 29)2026/10/0786275.0%
ArtemisArchitecture (Rank 35)2026/10/0731233.3%
鳩男 (Rank 31)2026/10/0765183.3%
BANANA (Rank 30)2026/09/2331233.3%
ワッパ (Rank 29)2026/09/1441325.0%
カミナリおやじ (Rank 27)2026/09/1483537.5%
cokeshi (Rank 31)2026/09/1431233.3%
tamaneen (Rank 31)2026/09/13330100.0%
HIROCHILL (Rank 30)2026/09/1331233.3%
[VirtuAnalytics]SuperGolden (Rank 35)2026/09/1351420.0%
けいすけ新宿 (Rank 34)2026/08/0254180.0%
ヘニオ (Rank 33)2026/08/0232166.7%
jinjin (Rank 33)2026/07/2254180.0%
弱者 (Rank 28)2026/06/1131233.3%
TOMORV (Rank 28)2026/06/0831233.3%
nanami.madogiwa (Rank 33)2026/05/2562433.3%
寿司眼鉄 (Rank 33)2026/05/1683537.5%
Nox (Rank 28)2026/05/082020.0%
モルト (Rank 29)2026/05/0832166.7%
究極無敵 (Rank 30)2026/04/3031233.3%
くぼっさ★ (Rank 26)2026/04/0941325.0%
syounai (Rank 28)2026/03/3142250.0%
Phrazes_For_The_Young (Rank 31)2026/03/3132166.7%
windowkhs (Rank 26)2026/03/27330100.0%

Round openings

Every character

guardG into throw escape496.2%
guardG into evade up476.0%
evade up into crouch dash back435.4%
guardG into evade down405.1%
Shadow Spear6K283.5%
throw escape273.4%
Demon Dance9P+K into Demon's Tail9P+KK253.2%
backdash into Karura4P+K253.2%
evade up into crouch dash forward172.1%
evade up into punchP131.6%
guardG into punchP131.6%
Shadow Lance66K into Shadow Spear6K111.4%
up-back kick+guard7K+G into up-back, back kick+guard74K+G111.4%
backdash into Volcano Upper4P+K91.1%
evade down into guardG91.1%

275 further openings account for the other 423 rounds.

Counted from 194 of the 205 matches played. The rest were not pulled for openings.

El Blaze

Career
428–282 · 60.3%
This season
74 matches · 48.6%
Peak rank
32

First hit in 41.2% of 274 rounds. Won 52.2% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shadow Spear6K2810.0%
Demon Dance9P+K into Demon's Tail9P+KK259.0%
evade up into crouch dash back186.5%
guardG into evade down176.1%
guardG into evade up176.1%
guardG into throw escape165.7%
Shadow Lance66K into Shadow Spear6K113.9%
up-back kick+guard7K+G into up-back, back kick+guard74K+G113.9%
backdash into Volcano Upper4P+K93.2%
Shadow Spear6K into kickK72.5%
throw escape62.1%
back, up-back kick+guard47K+G into back, up-back, back kick+guard474K+G41.4%
crouch dash back into Hammer Smash46P+K41.4%
crouch dash back into Straight6P+K41.4%
guardG into Shadow Spear6K41.4%

70 further openings account for the other 98 rounds.

Counted from 68 of the 74 matches played. The rest were not pulled for openings.

Goh

Career
279–183 · 60.4%
This season
40 matches · 37.5%
Peak rank
30

First hit in 40.4% of 146 rounds. Won 47.5% of the rounds they struck first, 43.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K2517.1%
guardG into throw escape117.5%
evade up into crouch dash back96.2%
guardG into evade up96.2%
throw escape85.5%
evade up into crouch dash forward53.4%
Garyu66K into kickK32.0%
Tsukikage6K into kickK32.0%
guardG into evade down32.0%
Hiji'ate6P21.4%
backward movement into Hiji'ate6P21.4%
crouch dash forward into Kirin33P21.4%
crouch dash forward into Ni'oudaoshi3K+G21.4%
crouch into Batousatsu3KP21.4%
evade down into Kirin33P21.4%

50 further openings account for the other 58 rounds.

Counted from 35 of the 40 matches played. The rest were not pulled for openings.

Pai

Career
279–166 · 62.7%
This season
27 matches · 55.6%
Peak rank
30

First hit in 42.1% of 107 rounds. Won 48.9% of the rounds they struck first, 53.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade up1312.2%
guardG into throw escape98.4%
guardG into evade down76.5%
punchP into kickK54.7%
Ensei Haijinkyaku7K+G43.7%
Hi'en Tankyaku9K43.7%
Senchuken6P43.7%
evade up into crouch dash back43.7%
guardG into punchP43.7%
evade up into crouch dash forward32.8%
Ensei Haijinkyaku7K+G into Ensei SenpukyakuK+G21.9%
Hi'en Tenshi2P+K into Tenshi Katsumentai Haishin2P+KK21.9%
crouch into down-back kick1K21.9%
forward dash into Honshin Soukyaku1K+G21.9%
punchP into RenkentaiPK21.9%

40 further openings account for the other 40 rounds.

Jeffry

Career
209–111 · 65.3%
This season
17 matches · 52.9%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade down811.3%
backdash into Double Hammer Down43P79.9%
guardG into throw escape79.9%
evade up into crouch dash back68.4%
evade up into crouch dash forward45.6%
Hammer Slide1P into Grizzly Hammer1PP34.2%
throw escape34.2%
Dash Elbow66P into Dash Elbow Upper66PP22.8%
guardG into punchP22.8%
Dash Elbow66P11.4%
Elbow Butt6P11.4%
Hell Dunk Elbow2P+K11.4%
Kenka Hook46P11.4%
Overblow Shoulder66P+K11.4%
Sunlit Body Upper3P+K11.4%

23 further openings account for the other 23 rounds.

Wolf

Career
205–135 · 60.3%
This season
18 matches · 50.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into punchP68.4%
backdash into Heavy Middle Kick3K+G57.0%
evade down into Elbow Butt4P45.6%
guardG into throw escape45.6%
backdash into Savate4K34.2%
evade up into crouch dash back34.2%
forward movement into Elbow Butt4P34.2%
Mow Down Chop1P+K22.8%
Quick Shoulder66P+K into Level Back CrushP+K22.8%
Screw Hook63214P into Screw Lariat63214PP22.8%
evade up into Heavy Middle Kick3K+G22.8%
throw escape22.8%
Body Blow6P11.4%
Body Blow6P into punchP11.4%
Comet Hook1P into Knuckle Part1PP11.4%

30 further openings account for the other 30 rounds.

Shun

Career
193–68 · 74.0%
This season
12 matches · 75.0%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyou'in Haishu3P612.5%
Getsuga Gakushu46P into Rensai Gakushu46PP48.3%
Haisenchu1P48.3%
backdash into Getsuga Gakushu46P48.3%
Tenshin Benshu4P+K24.2%
backdash into Kasen Gyou'in6P+K+G24.2%
crouch into Haisenchu1P24.2%
Fukuchougeki2P12.1%
Gyou'in Haishu3P into Fukuchougeki2P12.1%
Gyou'in Haishu3P into Kasen Chugeki6P12.1%
Honshin TankaP+K12.1%
Kasen Gyou'in6P+K+G into offensive move12.1%
RengekiPP into Saishu RenkangekiPPP12.1%
Senshi9K+G into Chubushin8P+K+G12.1%
Senshi9K+G into Kousoku Zenhi39P+K+G12.1%

16 further openings account for the other 16 rounds.

Jean

Career
88–42 · 67.7%
This season
7 matches · 14.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

throw escape517.9%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK414.3%
punchP into Hangetsu NirenzukiP+K27.1%
Chudan Mawashigeri3K13.6%
Hizageri4K into Kousenshu4KP13.6%
Nozuchi1P+K13.6%
backdash into Hou'ou Kourui Otoshi4K+G13.6%
crouch into Chudan~Joudan Mawashigeri3KK13.6%
crouch into Tate'enpi~Tenkai Hizageri33PK13.6%
crouch into throw escape13.6%
evade down into guardG13.6%
evade up into crouch dash back13.6%
evade up into crouch dash forward13.6%
evade up into evade down13.6%
forward dash into Yoko'enpi~Uchishutou6PP13.6%

5 further openings account for the other 5 rounds.

Lion

Career
12–12 · 50.0%
This season
6 matches · 33.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

In'you4P into Ni In'you4PP519.2%
crouch27.7%
evade down into guardG27.7%
guardG into evade down27.7%
Heimonkyaku6K13.9%
Heimonkyaku6K into kickK13.9%
Juchou Senshou8P+K into Souji SenpuP+K13.9%
Koushu RensuiPP into Rensui SoushuPPP+K13.9%
Senshippo66P into punchP13.9%
backdash into Sentai4K13.9%
evade down13.9%
evade down into crouch dash forward13.9%
evade up into crouch dash back13.9%
forward dash into Taizan Soukoushu4P+K13.9%
forward dash into Tenshin Ryou'inkyaku6K+G13.9%

4 further openings account for the other 4 rounds.

Eileen

Career
143–49 · 74.5%
This season
4 matches · 75.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade up428.6%
throw escape214.3%
Enkou Nyudou214P+K into Enkou ShutsudouP17.1%
ZenkuhonP+K into Dokuritsu SouganP+K17.1%
evade up into crouch dash back17.1%
evade up into crouch dash forward17.1%
guardG into Enkou RensouPP17.1%
guardG into evade down17.1%
guardG into punchP17.1%
offensive move into kickK17.1%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • El Blaze: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Eileen: not tested (too few rounds)