VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

El Blaze

Schneizel01

  • Lion
  • Sarah
  • Goh
  • Wolf
Career matches2,890
Career win rate49.8%
Round win rate46.3%
Peak rank30
Distinct opponents72
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1452 #2,324 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 Blaze301,57379278150.4%
Lion2663131132049.3%
Sarah2436317518848.2%
Goh2420710610151.2%
Pai—87434449.4%
Wolf2129131644.8%

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

526 of 555 rounds counted

10.0 inputs a second (598 a minute) this season. Faster than 95% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze10.2609431
Lion9.758343
Sarah8.953731
Goh8.450318
Wolf8.24943

By opponent's character

Goh10.261483
Sarah9.758333
Aoi10.261246
Lei Fei10.261442
Akira10.764138
Wolf9.858634
El Blaze9.757932
Pai9.757934
Shun9.456219
Jean10.060226
Jeffry10.362025
Taka8.953423
Dural10.462317
Jacky10.261112
Brad10.160612
Kage10.562911
Lau9.154512
Lion8.953711
Eileen10.46248
Vanessa10.06028

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

Goh22111150.0%+2.7
Sarah123925.0%-14.9
Aoi114736.4%-0.8
Lei Fei103730.0%-11.8
Akira94544.4%+9.0
Wolf95455.6%+17.3
El Blaze84450.0%+12.5
Pai84450.0%+14.1
Shun73442.9%+11.4
Jean63350.0%+21.1
Jeffry61516.7%-14.8
Taka53260.0%+13.5
Dural42250.0%+1.4
Jacky41325.0%-17.9
Brad3030.0%-55.8
Kage3030.0%-45.6
Lau3030.0%-41.9
Lion31233.3%-3.3
Eileen21150.0%+16.8
Vanessa220100.0%+47.3

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

Low Fence2361726.1%-12.0
Breakable Full Fence1641225.0%-14.2
Octagon1611568.8%+23.6
Breakable Half Fence147750.0%+7.2
Half Fence146842.9%+5.0
Full Fence136746.1%+5.2
Open124833.3%-2.8
Rectangle115645.5%+6.5
Single Wall5050.0%-36.6
Full Fence and Open21150.0%+10.6

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls8446.4%41.5%+4.9
No walls4025.0%35.9%-10.9

Walls against open: +15.8 points (95% range -2.2 to +33.8), p 0.085 — 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

anachan194 (Rank 23)2026/10/1032166.7%
aona (Rank 29)2026/10/1031233.3%
混浴ジャキミリアン (Rank 30)2026/10/102020.0%
Penoco (Rank 25)2026/08/05220100.0%
ズサ齋藤 (Rank 27)2026/08/0543175.0%
r1s1d8 (Rank 27)2026/08/0464266.7%
hikabun (Rank 35)2026/08/042020.0%
nanami.madogiwa (Rank 32)2026/08/0331233.3%
nagato_0519 (Rank 30)2026/07/1732166.7%
猫鼻 (Rank 31)2026/07/1631233.3%
ちび-G (Rank 30)2026/07/1663350.0%
金田一の少年 (Rank 26)2026/07/132020.0%
maripon (Rank 30)2026/07/0632166.7%
NoMark/ノーマーク (Rank 27)2026/07/0651420.0%
ttfour@サラしかできないw (Rank 23)2026/07/0521150.0%
Gravastar (Rank 26)2026/07/053030.0%
さいたま梅澤/T.Umezawa (Rank 30)2026/07/054040.0%
wcc6181 (Rank 27)2026/07/0232166.7%
カマキリ拳法なぎくん (Rank 30)2026/06/252020.0%
PuzzG/ぱず爺 (Rank 37)2026/06/252020.0%
うをん (Rank 31)2026/06/24220100.0%
しゅが~nsr (Rank 26)2026/06/20220100.0%
TaKaArAsHi573 (Rank 27)2026/06/2042250.0%
PinMen (Rank 26)2026/06/19330100.0%
cokeshi (Rank 27)2026/06/1231233.3%

Round openings

Every character

forward movement into Keen Edge ComboPPP489.6%
Sit Jab2P326.4%
Quick HookPP into Keen Edge ComboPPP153.0%
backdash into Darkness Sword43K+G142.8%
backdash into Hammer Smash46P+K132.6%
backdash into Head Smash Kick46K122.4%
punchP into Volcano Upper4P+K122.4%
backdash into Volcano Upper4P+K112.2%
crouch dash forward into guardG112.2%
backdash into High Spin KickK+G91.8%
backdash into evade down91.8%
backdash into guardG81.6%
crouch dash forward into Sit Jab2P81.6%
punchP81.6%
Sit Jab2P into backdash71.4%

160 further openings account for the other 282 rounds.

Counted from 123 of the 132 matches played. The rest were not pulled for openings.

El Blaze

Career
792–781 · 50.4%
This season
110 matches · 40.0%
Peak rank
30

First hit in 54.4% of 414 rounds. Won 48.9% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

forward movement into Keen Edge ComboPPP4811.6%
Sit Jab2P327.7%
Quick HookPP into Keen Edge ComboPPP153.6%
backdash into Darkness Sword43K+G143.4%
backdash into Hammer Smash46P+K133.1%
backdash into Head Smash Kick46K122.9%
punchP into Volcano Upper4P+K122.9%
backdash into Volcano Upper4P+K112.7%
crouch dash forward into guardG102.4%
backdash into High Spin KickK+G92.2%
backdash into evade down92.2%
backdash into guardG81.9%
crouch dash forward into Sit Jab2P81.9%
Sit Jab2P into backdash71.7%
backdash into Demon's Tail9P+KK61.4%

106 further openings account for the other 200 rounds.

Counted from 101 of the 110 matches played. The rest were not pulled for openings.

Lion

Career
311–320 · 49.3%
This season
14 matches · 57.1%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Zensou Tenshinkyaku44K+G59.3%
Banchu6P into Banchu Renkanshu6PP35.6%
Katousui2P35.6%
backdash into Dantai3K35.6%
punchP35.6%
Attai2K into Tousentai2KK+G23.7%
Koushu RensuiPP into Renkan SenshouPPP23.7%
Souji SenpuP+K23.7%
evade down into Senkyutai1K23.7%
punchP into Koushu RensuiPP23.7%
punchP into RensuitaiPK23.7%
Dantai3K11.9%
Katousui2P into crouch11.9%
Koushutai44K into Souji SenpuP+K11.9%
Soukoushu66P+K into Tourou Youzan66P+KP11.9%

21 further openings account for the other 21 rounds.

Sarah

Career
175–188 · 48.2%
This season
8 matches · 12.5%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jab StraightPP into Flash Piston PunchPPP39.7%
crouch into Jackknife Middle Kick3KK39.7%
Leg Slicer2K+G26.5%
Squat Straight2P26.5%
backdash into Crescent Heel4K+G26.5%
punchP into Long Snap Side Chop3P+K26.5%
Hide Side Kick (Deflect)P+K13.2%
Long Snap Side Chop3P+K13.2%
Squat Straight2P into Long Snap Side Chop3P+K13.2%
Squat Straight2P into evade down13.2%
backdash into Quick Knee6K13.2%
backdash into Switch Kick4K13.2%
crouch dash back into evade down13.2%
crouch dash forward into Long Snap Side Chop3P+K13.2%
crouch dash forward into guardG13.2%

8 further openings account for the other 8 rounds.

Not counted here: Goh, Wolf. Their matches 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 (14 here; about 0.7 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: 0 of 14 tests hold up
  • Lion: not tested (too few rounds)
  • Sarah: not tested (too few rounds)