VirtuAnalytics

Novel Insights Through Data & Analysis

Analysis · Oct 19, 2026

Players press faster against Wolf

Players work the controller at 6.8 inputs a second in ranks 21–29 and 8.1 at 40–46. But the pace is not only theirs: the same people press +2.0% against Wolf and -2.0% against Eileen.

Inputs a second, ranks 21–296.8
Inputs a second, ranks 40–468.1
Same players, against Wolf+2.0%
A player's own pace, per rank climbed+0.3%

Faster up the ladder, mostly by who gets there

inputs a second and a minute, ranks 21–46

Across the ladder, pace rises +1.0% for every rank. Follow the same player as they climb and it rises +0.3%: about 34% of the ladder's slope. The rest is selection, faster players rising further, rather than anyone speeding up because they ranked up. The rank-by-rank curve is on the input rate report (/reports/input-rate/).

PlayersInputs/secInputs/min95% intervalPlayers
Ranks 21–296.8409404–4143,977
Ranks 30–397.3437431–4442,096
Ranks 40–468.1488475–502439
PlayersPer rank95% intervalp
Across the ladder+1.0%+0.8 – +1.1< 0.0001
The same player, climbing+0.3%+0.2 – +0.4< 0.0001

From the 1-in-10 input sample. A cell is one player at one rank with 3 minutes of live rounds; 3,871 players have one, and 2,929 have cells at two or more ranks, which is all the within-player slope is built from. Both slopes are fitted to the log of the rate on the same cells, weighted by live time, with errors clustered by player.

The opponent sets the pace

each player against one character vs their others · 5,104 players

Hold the player fixed and change only who they are facing. Against Wolf the same people's pace runs +2.0% on what it is against everyone else; against Eileen, -2.0%. A gap of a couple of percent is under ten inputs a minute. It is small for any one round and consistent across thousands of players.

WolfAgainst Wolf: +2.0% (+1.9 to +2.2), 3,406 players+2.0%AkiraAgainst Akira: +1.1% (+1.0 to +1.3), 3,947 players+1.1%LauAgainst Lau: +1.0% (+0.8 to +1.2), 3,080 players+1.0%JackyAgainst Jacky: +0.8% (+0.7 to +1.0), 3,675 players+0.8%PaiAgainst Pai: +0.7% (+0.5 to +0.8), 3,484 players+0.7%GohAgainst Goh: +0.6% (+0.4 to +0.8), 3,305 players+0.6%LionAgainst Lion: +0.3% (+0.1 to +0.4), 3,200 players+0.3%JeffryAgainst Jeffry: -0.0% (-0.2 to +0.2), 3,237 players-0.0%DuralAgainst Dural: -0.1% (-0.4 to +0.2), 1,478 players-0.1%AoiAgainst Aoi: -0.3% (-0.5 to -0.2), 3,390 players-0.3%BradAgainst Brad: -0.4% (-0.5 to -0.2), 2,987 players-0.4%ShunAgainst Shun: -0.4% (-0.5 to -0.2), 3,420 players-0.4%JeanAgainst Jean: -0.6% (-0.8 to -0.4), 3,147 players-0.6%El BlazeAgainst El Blaze: -0.9% (-1.1 to -0.7), 2,974 players-0.9%VanessaAgainst Vanessa: -1.0% (-1.1 to -0.8), 2,858 players-1.0%SarahAgainst Sarah: -1.4% (-1.5 to -1.2), 3,502 players-1.4%Lei FeiAgainst Lei Fei: -1.4% (-1.6 to -1.3), 2,834 players-1.4%KageAgainst Kage: -1.6% (-1.8 to -1.5), 3,160 players-1.6%TakaAgainst Taka: -1.9% (-2.2 to -1.7), 2,418 players-1.9%EileenAgainst Eileen: -2.0% (-2.2 to -1.7), 2,365 players-2.0%
Wolf+2.0%+1.9 – +2.2< 0.00013,406
Akira+1.1%+1.0 – +1.3< 0.00013,947
Lau+1.0%+0.8 – +1.2< 0.00013,080
Jacky+0.8%+0.7 – +1.0< 0.00013,675
Pai+0.7%+0.5 – +0.8< 0.00013,484
Goh+0.6%+0.4 – +0.8< 0.00013,305
Lion+0.3%+0.1 – +0.40.000833,200
Jeffry-0.0%-0.2 – +0.20.913,237
Dural-0.1%-0.4 – +0.20.441,478
Aoi-0.3%-0.5 – -0.2< 0.00013,390
Brad-0.4%-0.5 – -0.2< 0.00012,987
Shun-0.4%-0.5 – -0.2< 0.00013,420
Jean-0.6%-0.8 – -0.4< 0.00013,147
El Blaze-0.9%-1.1 – -0.7< 0.00012,974
Vanessa-1.0%-1.1 – -0.8< 0.00012,858
Sarah-1.4%-1.5 – -1.2< 0.00013,502
Lei Fei-1.4%-1.6 – -1.3< 0.00012,834
Kage-1.6%-1.8 – -1.5< 0.00013,160
Taka-1.9%-2.2 – -1.7< 0.00012,418
Eileen-2.0%-2.2 – -1.7< 0.00012,365

From every regular's stats pull, not a sample. Each player with 3 minutes against a character and 3 against the rest is compared only with themselves; a character needs 30 such players. 18 of 20 survive the Benjamini-Hochberg correction. The character the player picked is not held fixed here, so a switch made after seeing the opponent is in it; the matchup table below holds it fixed. This says the pace changes, not why: an opponent who throws more asks for more breaks, one who keeps you blocking asks for fewer, and a round's inputs count both.

Matchups that change the pace most

98 of 310 matchups tested survive correction

Now hold the character a player picked fixed as well. Each row compares the same person on the same character against one opponent with that character against everyone else, so neither the player nor their pick is in the gap.

Pressing more

Playing → againstVs their others95% intervalqPlayers compared
Vanessa → Wolf+4.1%+2.7 – +5.6< 0.000170
Lei Fei → Wolf+4.1%+2.5 – +5.7< 0.000160
Lau → Wolf+4.0%+2.2 – +5.70.0002987
El Blaze → Wolf+3.5%+2.2 – +4.8< 0.000174
Pai → Wolf+3.3%+2.2 – +4.3< 0.0001103
Sarah → Wolf+3.3%+2.0 – +4.6< 0.000195
Goh → Wolf+3.2%+1.8 – +4.60.0002297
Eileen → Wolf+3.1%+0.7 – +5.50.03840
Kage → Goh+3.1%+1.7 – +4.50.0004388
Kage → Wolf+3.1%+1.8 – +4.3< 0.0001107

Pressing less

Playing → againstVs their others95% intervalqPlayers compared
Aoi → Taka-5.5%-7.9 – -3.20.0004431
Pai → Eileen-4.1%-5.9 – -2.30.0007331
Shun → Taka-3.5%-5.7 – -1.30.01530
Vanessa → Sarah-3.4%-4.7 – -2.1< 0.000160
Lei Fei → Kage-3.3%-4.5 – -2.1< 0.000150
Wolf → Kage-3.2%-4.3 – -2.1< 0.0001100
Akira → Taka-3.2%-4.9 – -1.40.003769
Eileen → Sarah-3.2%-6.1 – -0.20.09232
Lau → Lei Fei-3.1%-4.7 – -1.40.003645
Aoi → Kage-3.0%-4.1 – -2.0< 0.000181

From the 1-in-10 input sample. A player needs 3 minutes on a character against the opponent and 3 against the rest, and a matchup needs 30 such players. The correction runs over every matchup tested, not just the rows shown.

Up a rank, down a rank

the same players by the opponent's rank against their own

Does facing someone above you speed you up? Barely. Against an equal the pace is a shade higher than against anyone else, and against someone three or more ranks below it is a shade lower. Neither moves it by even one percent.

3+ ranks below3+ ranks below: -0.4% (-0.6 to -0.2), 2,357 players-0.4%1–2 ranks below1–2 ranks below: +0.1% (-0.0 to +0.3), 2,734 players+0.1%Same rankSame rank: +0.5% (+0.3 to +0.7), 2,316 players+0.5%1–2 ranks above1–2 ranks above: +0.2% (-0.0 to +0.3), 2,873 players+0.2%3+ ranks above3+ ranks above: -0.0% (-0.2 to +0.2), 2,589 players-0.0%

From the 1-in-10 input sample, each player against their own other steps, corrected over the five.

Pace and rating

3,533 rated regulars with 30 minutes counted, in five groups

Cut the regulars into five equal groups by Elo and the pace climbs group by group, but loosely: the rank correlation between a player's rating and their pace is 0.22. Fast hands are common at the top and do not put you there.

Elo groupEloInputs/secInputs/min95% intervalPlayers
Group 1794–13436.8411400–421706
Group 21343–14687.1426415–437707
Group 31470–15817.1428418–437706
Group 41582–17147.4442433–452707
Group 51714–22178.0479469–488707

Spearman's rho 0.22 (p < 0.0001). Each group's rate is its inputs over its live minutes, with a player-clustered interval.

The fastest hands

regulars with 30 minutes counted · of 4,069
RkPlayerRegionPlayed mostInputs/secInputs/minEloRounds counted
1Paul68kdmdNorth America Akira14.4865—191
2LEEGOSEGAAsia Akira14.285217624,628
3もっこりAsia Akira13.077916305,405
4ctraumAsia Akira12.977517077,006
5yumi_itigoNorth America Shun12.77601320639
6zxyzguyNorth America Jacky12.675713648,347
7Manueljairo— Jacky12.6754—102
8nAsia Akira12.6753—94
9kinchan0421— Jacky12.57531518517
10Zeke_fund— Shun12.5752—155

Over the whole season, every character they played. A player's own page shows their pace per character and where it sits among everyone else's. 8 profiles averaging over 20 inputs a second are set aside here and from every cut across players: no one keeps that up for a season, and some of their rounds count more inputs than the game has frames, which points to turbo hardware or a counting fault rather than a pace.

An input is any change on the controller (a new stick direction, a button pressed or released), counted from the bell to the moment a round is decided. Rates are inputs over live minutes, never an average of per-round rates. The ladder, matchup and rank-gap cuts are the input rate report's 1-in-10 sample at ranks 21–46 (802,480 player-rounds); the opponent, rating and fastest-player cuts are every regular's stats pull, which counts the rounds whose inputs have been decoded so far. Method and the rank curve: /reports/input-rate/.