VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

El Blaze

粉

Career matches1,373
Career win rate62.7%
Round win rate55.1%
Peak rank43
Distinct opponents167
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1756 #539 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 Blaze431,37386151262.7%

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

1,875 of 1,875 rounds counted

7.9 inputs a second (471 a minute) this season. Faster than 68% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze7.94711,875

By opponent's character

Lau7.8467192
Goh7.6456171
Jacky8.2492158
Akira8.1483143
Kage7.8471152
Brad8.0478133
Shun8.0480116
El Blaze7.5449115
Lion7.947599
Sarah7.846897
Pai7.847088
Jean7.745972
Wolf8.048066
Jeffry7.947459
Vanessa7.847050
Eileen8.148550
Lei Fei7.947245
Taka7.444542
Aoi8.047924
Dural7.64563

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

Lau46182839.1%-14.1
Goh41231856.1%-2.3
Jacky40261465.0%+6.8
Akira36261072.2%+15.9
Kage36201655.6%-7.4
Brad34211361.8%+4.4
Shun2920969.0%+3.7
El Blaze28141450.0%+1.6
Lion25101540.0%-21.3
Sarah2591636.0%-26.7
Pai23131056.5%-3.8
Jean1815383.3%+23.5
Wolf1816288.9%+33.4
Jeffry139469.2%+9.3
Vanessa139469.2%+7.9
Eileen114736.4%-21.4
Lei Fei116554.5%-6.5
Taka95455.6%+8.4
Aoi65183.3%+25.4
Dural1010.0%-53.1

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 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

Breakable Full Fence56322457.1%-1.9
Octagon55381769.1%+8.8
Breakable Half Fence53302356.6%-1.9
Half Fence52262650.0%-11.6
Single Wall51302158.8%-3.0
Full Fence46242252.2%-2.5
Low Fence39251464.1%+9.6
Open37211656.8%+1.1
Rectangle32191359.4%+2.2
Full Fence and Open2417770.8%+16.5

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
Walls29457.5%58.6%-1.1
No walls12759.8%57.9%+1.9

Walls against open: -3.0 points (95% range -14.6 to +8.6), p 0.609 — 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

ス~パ~オヤツマ~ン (Rank 42)2026/10/1573442.9%
苦道訓|kudoukun_goh (Rank 41)2026/10/1473442.9%
寿司眼鉄 (Rank 39)2026/10/1464266.7%
jinmenusagi (Rank 42)2026/10/141431121.4%
★闘将拉麵男★ (Rank 40)2026/10/13136746.1%
どっせプレビに出たい (Rank 41)2026/09/2871614.3%
ちのぶらっ! (Rank 41)2026/09/2652340.0%
ぴゅあくん (Rank 43)2026/09/2673442.9%
ピーエス (Rank 38)2026/09/2465183.3%
jean (Rank 42)2026/09/249090.0%
カルティカ (Rank 41)2026/09/2291811.1%
Osamu_0303 (Rank 38)2026/09/2254180.0%
cyomiko (Rank 43)2026/09/2263350.0%
シゲオ (Rank 42)2026/09/2253260.0%
おさげ (Rank 43)2026/09/1153260.0%
いくお (Rank 43)2026/09/112171433.3%
シエロJ (Rank 42)2026/09/11104640.0%
shenron0321 (Rank 41)2026/09/1172528.6%
nidaimebannai (Rank 36)2026/09/1153260.0%
かっこいいらう (Rank 44)2026/09/1182625.0%
ハマラウ (Rank 42)2026/08/22114736.4%
KA-GO (Rank 39)2026/08/0353260.0%
再戦感謝です (Rank 39)2026/07/1385362.5%
班 長 (Rank 40)2026/07/1364266.7%
타우끼/taukee (Rank 35)2026/07/0675271.4%

Round openings

El Blaze

Career
861–512 · 62.7%
This season
463 matches · 58.1%
Peak rank
43

First hit in 47.4% of 1,529 rounds. Won 60.7% of the rounds they struck first, 52.1% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 9.7% of rounds, against 3.0% in their other rounds.
  • Against Brad: moves in first in 82.4% of rounds, against 49.5% against everyone else.
  • After opening the round before by moving in: moves in first in 62.9% of rounds, against 48.7% after anything else.
  • After the opponent opened the round before by evading: attacks straight away in 29.4% of rounds, against 16.6% after anything else.
  • After losing a round: moves in first in 64.0% of rounds, against 49.8% after winning one.
  • When ahead: attacks straight away in 24.1% of rounds, against 12.5% when level or behind.
  • In round 1: opens with “backdash into evade down” in 7.9% of rounds, against 3.9% in their other rounds.
  • Against Sarah: opens with “backdash into evade up” in 25.0% of rounds, against 6.7% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 17.8% of rounds, against 7.0% after anything else.

How is this tested?

forward movement into punchP16210.6%
forward dash into throw escape1358.8%
backdash into evade up1207.8%
crouch dash forward into throw escape1097.1%
backdash into evade down754.9%
backdash into throw escape634.1%
forward dash into evade up614.0%
Sit Jab2P513.3%
Shadow Strike6P493.2%
forward dash into evade down463.0%
forward dash into throwP+G392.5%
forward dash into Shadow Strike6P291.9%
Shadow Strike6P into forward movement271.8%
crouch dash forward into Volcano Upper4P+K271.8%
forward dash into forward movement271.8%

145 further openings account for the other 516 rounds.

Counted from 382 of the 463 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
Lau9–15 · 38%6–4 · 60%too few to test
Goh14–8 · 64%4–3 · 57%too few to test
Jacky14–8 · 64%9–2 · 82%too few to test
Brad12–7 · 63%4–2 · 67%too few to test
Akira12–4 · 75%5–4 · 56%too few to test
Kage8–8 · 50%4–3 · 57%too few to test
El Blaze8–4 · 67%3–8 · 27%too few to test
Sarah5–14 · 26%2–0 · 100%too few to test
Lion4–6 · 40%5–6 · 45%too few to test
Shun10–5 · 67%4–1 · 80%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.

81 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 (16 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 16 tests hold up