VirtuAnalytics

Novel Insights Through Data & Analysis

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

El Blaze

Ant0

  • Shun
Career matches5,914
Career win rate53.9%
Round win rate51.1%
Peak rank38
Distinct opponents99
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1762 #503 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 Blaze385,9113,1892,72254.0%
Shun263030.0%

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

1,415 of 1,825 rounds counted

7.2 inputs a second (433 a minute) this season. Faster than 52% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze7.24341,402
Shun6.840813

By opponent's character

Goh7.8467152
Shun7.2432169
Sarah7.444495
Pai7.2430137
Lion6.9414144
Jeffry7.343752
El Blaze6.8409102
Jacky7.4446100
Wolf7.544878
Akira7.444669
Kage6.941432
Lei Fei6.740423
Taka5.73447
Vanessa7.243164
Aoi7.042148
Brad7.041858
Jean7.243448
Eileen7.243118
Lau6.941312
Dural7.54527

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

Goh52282453.9%-3.6
Shun43222151.2%+7.5
Sarah41231856.1%+0.6
Pai37162143.2%-1.0
Lion36142238.9%+3.4
Jeffry30111936.7%-5.8
El Blaze2891932.1%-17.7
Jacky28161257.1%+2.7
Wolf24121250.0%+4.2
Akira2318578.3%+16.3
Kage2071335.0%-17.4
Lei Fei1881044.4%-10.7
Taka1871138.9%-5.2
Vanessa179852.9%+12.5
Aoi1610662.5%+7.8
Brad1613381.2%+15.4
Jean1611568.8%+3.0
Eileen53260.0%+1.0
Lau31233.3%-18.9
Dural2020.0%-39.5

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Single Wall56263046.4%-3.2
Full Fence55292652.7%+5.0
Rectangle55332260.0%+7.8
Octagon50282256.0%+6.6
Open50203040.0%-9.6
Breakable Half Fence48232547.9%-3.0
Half Fence46252154.4%+1.4
Breakable Full Fence39172243.6%-4.6
Low Fence27121544.4%-8.2
Full Fence and Open2191242.9%-0.2

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls29352.9%50.6%+2.3
No walls13343.6%49.6%-6.0

Walls against open: +8.3 points (95% range -2.5 to +19.2), p 0.132 — 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

BLACKALERT!!! (Rank 42)2026/09/3095455.6%
Denkai (Rank 43)2026/09/30111109.1%
Jason_Elbow (Rank 40)2026/09/272341917.4%
ChilePiquín (Rank 37)2026/09/151110190.9%
Svengeance999 (Rank 34)2026/08/2785362.5%
TerryIrvin (Rank 36)2026/08/27178947.1%
HARLEMKNIGHT116 (Rank 35)2026/07/3076185.7%
NOS75000 (Rank 34)2026/07/2176185.7%
n.fang (Rank 38)2026/07/161761135.3%
UltraSeBassツ (Rank 35)2026/07/1274357.1%
ItsameBS (Rank 32)2026/07/05138561.5%
iKillYouXChicken (Rank 38)2026/07/051851327.8%
Crashing_Blow2003 (Rank 33)2026/07/0486275.0%
RushdownTurtle(RDT) (Rank 36)2026/07/041841422.2%
ShinAssassin669 (Rank 36)2026/06/2863350.0%
SLEDarkNova (Rank 36)2026/06/2094544.4%
IXOYE (Rank 33)2026/06/1874357.1%
GenesisFrenzy (Rank 38)2026/06/15127558.3%
BFGC|McMoney (Rank 33)2026/06/1396366.7%
Chow (Rank 38)2026/06/081821611.1%
brucelabestia (Rank 34)2026/06/0896366.7%
hgamery (Rank 29)2026/05/23104640.0%
RentalAnimator (Rank 41)2026/05/191551033.3%
KuroObiTaka (Rank 39)2026/05/1991811.1%
TheQu (Rank 34)2026/05/1598188.9%

Round openings

Every character

crouch dash forward into throw escape24213.3%
backdash into Head Smash Kick46K1427.8%
backdash into throw escape1246.8%
throw escape1186.5%
evade up into throw escape945.2%
Fade Roll Kick7K764.2%
evade up into backdash482.6%
evade down into throw escape472.6%
Fade Roll Kick7K into backdash362.0%
backdash into guardG331.8%
backdash into High-Speed Jab46P311.7%
backdash into evade up301.6%
Backswing Rocket1P+K291.6%
evade up into forward dash281.5%
Shouda46PP into Rising Back Spin Kick46PPK251.4%

213 further openings account for the other 711 rounds.

Counted from 469 of the 473 matches played. The rest were not pulled for openings.

El Blaze

Career
3,189–2,722 · 54.0%
This season
469 matches · 50.8%
Peak rank
38

First hit in 45.1% of 1,788 rounds. Won 53.0% of the rounds they struck first, 49.9% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 31.2% of rounds, against 12.6% in their other rounds.
  • Against Akira: moves in first in 31.2% of rounds, against 16.7% against everyone else.
  • After losing a round: backs off first in 48.1% of rounds, against 36.7% after winning one.
  • When ahead: moves in first in 17.8% of rounds, against 10.0% when level or behind.
  • In round 1: opens with “crouch dash forward into throw escape” in 24.7% of rounds, against 9.5% in their other rounds.
  • Against Akira: opens with “crouch dash forward into throw escape” in 29.0% of rounds, against 12.6% against everyone else.
  • After opening the round before with “crouch dash forward into throw escape”: opens with “crouch dash forward into throw escape” in 17.8% of rounds, against 8.0% after anything else.
  • After winning a round: opens with “crouch dash forward into throw escape” in 13.7% of rounds, against 5.1% after losing one.
  • When ahead: opens with “crouch dash forward into throw escape” in 15.2% of rounds, against 5.9% when level or behind.

How is this tested?

crouch dash forward into throw escape24213.4%
backdash into Head Smash Kick46K1427.9%
backdash into throw escape1246.9%
throw escape1186.5%
evade up into throw escape915.0%
Fade Roll Kick7K764.2%
evade up into backdash482.7%
evade down into throw escape472.6%
Fade Roll Kick7K into backdash362.0%
backdash into guardG321.8%
backdash into High-Speed Jab46P311.7%
backdash into evade up301.7%
Backswing Rocket1P+K291.6%
evade up into forward dash271.5%
Shouda46PP into Rising Back Spin Kick46PPK251.4%

209 further openings account for the other 703 rounds.

Counted from 465 of the 469 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
Goh16–16 · 50%8–6 · 57%too few to test
Shun15–16 · 48%7–5 · 58%too few to test
Sarah15–11 · 58%5–7 · 42%too few to test
Pai11–8 · 58%0–10 · 0%too few to test
Lion11–12 · 48%2–7 · 22%too few to test
Jeffry6–11 · 35%5–6 · 45%too few to test
El Blaze7–13 · 35%2–4 · 33%too few to test
Jacky9–7 · 56%2–3 · 40%too few to test
Wolf8–6 · 57%1–4 · 20%too few to test
Akira10–1 · 91%8–4 · 67%too few to test
Kage5–8 · 38%2–3 · 40%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.

4 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?

Shun

Career
0–3 · 0.0%
This season
4 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into throw escape323.1%
Koushu Katai1K into backdash17.7%
backdash into Getsuga Gakushu46P17.7%
backdash into guardG17.7%
backward movement into Kasen Zenbokushou6PP17.7%
crouch dash back into kickK17.7%
crouch dash back into throw escape17.7%
crouch dash forward into evade down17.7%
crouch into throw escape17.7%
evade up into forward dash17.7%
guardG into throw escape17.7%

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
  • Shun: not tested (too few rounds)