VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

turbo_-DK-

Career matches1,160
Career win rate57.0%
Round win rate49.4%
Peak rank39
Distinct opponents89
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1743 #616 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 Blaze391,16066149957.0%

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

876 of 1,165 rounds counted

6.2 inputs a second (371 a minute) this season. Faster than 23% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze6.2371876

By opponent's character

Lau6.2371115
Jean6.538788
Sarah6.237356
Kage6.337669
Akira5.935454
Vanessa6.337762
Lion6.136655
Wolf6.337753
Eileen6.036063
Jacky6.539040
Jeffry6.035828
Shun6.539221
Pai6.438437
Goh6.035939
El Blaze5.935427
Lei Fei6.136429
Aoi5.43256
Taka5.834519
Brad6.337715

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

Lau32181456.2%+10.3
Jean2417770.8%+15.4
Sarah2471729.2%-17.7
Kage2181338.1%-5.1
Akira2071335.0%-16.2
Vanessa2011955.0%+9.7
Lion1881044.4%-7.9
Wolf1710758.8%+8.4
Eileen1510566.7%+18.9
Jacky136746.1%+1.1
Jeffry135838.5%-11.8
Shun124833.3%-11.9
Pai106460.0%+11.7
Goh95455.6%+11.1
El Blaze85362.5%+12.4
Lei Fei83537.5%-21.9
Aoi73442.9%-8.5
Taka71614.3%-21.4
Brad440100.0%+44.9
Dural2020.0%-64.0

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

Single Wall41182343.9%-3.6
Full Fence40152537.5%-12.5
Breakable Half Fence35171848.6%-1.1
Breakable Full Fence30191163.3%+13.2
Low Fence30151550.0%+1.6
Rectangle30151550.0%+2.2
Octagon2281436.4%-12.6
Open2091145.0%-2.9
Half Fence1710758.8%+8.3
Full Fence and Open95455.6%+10.0

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
Walls17448.3%49.3%-1.0
No walls9146.2%47.7%-1.5

Walls against open: +0.5 points (95% range -12.2 to +13.3), p 0.937 — 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

ゲッパー (Rank 38)2026/10/1265183.3%
きっちょむ (Rank 41)2026/10/1242250.0%
デネ (Rank 42)2026/08/315050.0%
マンジャロ打ちたい (Rank 35)2026/08/3153260.0%
小名浜DC (Rank 37)2026/08/22117463.6%
あむざん (Rank 42)2026/08/2151420.0%
ひかる (Rank 39)2026/08/2185362.5%
H-CUBE 駅まえ (Rank 41)2026/08/0372528.6%
くろね@のびしろF (Rank 35)2026/08/03660100.0%
うるヲ参拾 (Rank 38)2026/08/0391811.1%
cyomiko (Rank 40)2026/07/3152340.0%
ジークリオン (Rank 36)2026/07/3154180.0%
タピる。 (Rank 36)2026/07/2974357.1%
jinmenusagi (Rank 41)2026/07/225050.0%
interceptor (Rank 40)2026/07/2251420.0%
続きは敗れている… (Rank 36)2026/07/031812666.7%
KA-GO (Rank 41)2026/07/0353260.0%
愛蒔らぶり (Rank 40)2026/07/0343175.0%
stepan_BVFA (Rank 38)2026/06/1662433.3%
montanmo (Rank 36)2026/06/1663350.0%
lapislazuli (Rank 35)2026/06/1553260.0%
しゆう@1974 (Rank 37)2026/06/03128466.7%
Lidly (Rank 37)2026/06/0364266.7%
ハマラウ (Rank 35)2026/04/2262433.3%
テクノモデル (Rank 35)2026/04/0832166.7%

Round openings

El Blaze

Career
661–499 · 57.0%
This season
284 matches · 48.6%
Peak rank
39

First hit in 43.5% of 1,132 rounds. Won 54.9% of the rounds they struck first, 45.6% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 38.6% of rounds, against 24.6% in their other rounds.
  • Against Lau: attacks straight away in 32.8% of rounds, against 19.7% against everyone else.
  • After opening the round before by moving in: moves in first in 36.0% of rounds, against 17.2% after anything else.
  • When ahead: moves in first in 27.8% of rounds, against 17.1% when level or behind.
  • In round 4 or later: opens with “crouch dash back into 9P+KK Demon's Tail” in 9.3% of rounds, against 4.0% in their other rounds.
  • Against Sarah: opens with “crouch dash back into 9P+KK Demon's Tail” in 13.1% of rounds, against 4.7% against everyone else.
  • After opening the round before with “crouch dash forward into throw escape”: opens with “crouch dash forward into throw escape” in 29.4% of rounds, against 11.1% after anything else.
  • After winning a round: opens with “crouch dash forward into throw escape” in 17.7% of rounds, against 8.6% after losing one.
  • When ahead: opens with “crouch dash forward into throw escape” in 20.5% of rounds, against 9.6% when level or behind.

How is this tested?

guardG into throw escape14813.0%
crouch dash forward into throw escape12711.1%
backdash into Darkness Sword43K+G696.0%
crouch dash back into Demon's Tail9P+KK625.4%
crouch dash forward into throwP+G625.4%
Shadow Strike6P575.0%
guardG into evade down575.0%
evade down into guardG514.5%
evade down into throw escape514.5%
throw escape504.4%
Demon Dance9P+K into Demon's Tail9P+KK403.5%
High-Speed Jab46P252.2%
Darkness Sword43K+G181.6%
crouch into throw escape171.5%
Darkness Sword43K+G into throwP+G161.4%

107 further openings account for the other 292 rounds.

Counted from 277 of the 284 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
Lau9–10 · 47%6–4 · 60%too few to test
Jean8–4 · 67%9–3 · 75%too few to test
Sarah5–11 · 31%2–5 · 29%too few to test
Kage5–7 · 42%3–4 · 43%too few to test
Akira5–9 · 36%1–4 · 20%too few to test
Vanessa6–4 · 60%5–5 · 50%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.

7 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: 9 of 15 tests hold up