VirtuAnalytics

Novel Insights Through Data & Analysis

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Virtua Fighter 5 REVO · v1.10 · All ranks

Inputs per minute

Higher ranks work the controller faster: about 410 inputs a minute through ranks 21–29, climbing steadily from rank 30 to nearly 500 at the top. Most of what looks like a character difference is the players, except for Akira, whose players press about a tenth more on him than on anyone else. The side that pressed more wins the round a little more often, and more so the bigger the gap.

Inputs a minute430
Ranks 21–29 → 40–46409 → 488
Faster side won the round54.4%
Player-rounds read802,480

An input is any change on the controller: a new stick direction, or a button pressed or released. Walking and crouching count as much as attacking. Only the live round is timed, from the bell to the moment it is decided. This is a fixed 1-in-10 sample of the matches: 104,911 of the 1,053,055 pulled for the opening-moves report.

The same figures as a 1080×1080 card, for posting. Click it to copy the image. Full size ↗

Inputs a minute by rank

Each side's rank at the time of the match; bars either side of the average over every rank
Rank 21Rank 21: 406 inputs a minute, 95% interval 394–417, 1,435 players406Rank 22Rank 22: 406 inputs a minute, 95% interval 396–416, 1,132 players406Rank 23Rank 23: 408 inputs a minute, 95% interval 398–417, 1,283 players408Rank 24Rank 24: 408 inputs a minute, 95% interval 398–419, 1,368 players408Rank 25Rank 25: 410 inputs a minute, 95% interval 400–419, 1,217 players410Rank 26Rank 26: 408 inputs a minute, 95% interval 400–415, 1,594 players408Rank 27Rank 27: 410 inputs a minute, 95% interval 404–417, 1,488 players410Rank 28Rank 28: 412 inputs a minute, 95% interval 405–419, 1,232 players412Rank 29Rank 29: 413 inputs a minute, 95% interval 405–421, 1,248 players413Rank 30Rank 30: 415 inputs a minute, 95% interval 407–423, 1,165 players415Rank 31Rank 31: 420 inputs a minute, 95% interval 411–430, 988 players420Rank 32Rank 32: 427 inputs a minute, 95% interval 418–436, 966 players427Rank 33Rank 33: 430 inputs a minute, 95% interval 421–439, 984 players430Rank 34Rank 34: 437 inputs a minute, 95% interval 428–447, 770 players437Rank 35Rank 35: 444 inputs a minute, 95% interval 433–455, 708 players444Rank 36Rank 36: 446 inputs a minute, 95% interval 436–455, 656 players446Rank 37Rank 37: 452 inputs a minute, 95% interval 441–464, 518 players452Rank 38Rank 38: 457 inputs a minute, 95% interval 445–470, 517 players457Rank 39Rank 39: 469 inputs a minute, 95% interval 455–484, 438 players469Rank 40Rank 40: 471 inputs a minute, 95% interval 458–484, 347 players471Rank 41Rank 41: 485 inputs a minute, 95% interval 469–501, 315 players485Rank 42Rank 42: 497 inputs a minute, 95% interval 478–516, 237 players497Rank 43Rank 43: 508 inputs a minute, 95% interval 486–531, 122 players508Rank 44Rank 44: 533 inputs a minute, 95% interval 501–565, 43 players533Rank 45Rank 45: 489 inputs a minute, 95% interval 452–525, 12 players489Rank 46Rank 46: 503 inputs a minute, 95% interval 420–585, 4 players503

Every input over every live minute at that rank, so a long round counts for more than a short one. The whiskers are 95% intervals clustered by player, because one person's hands carry across every round they play. Ranks with fewer than 30 players are drawn faint.

The same players on different characters

How much faster a player is on this character than on their other characters, averaged over players
AkiraAkira: +11.4% against the same players' other characters, 95% interval +10.6 to +12.2, 455 players+11.4%LauLau: +1.1% against the same players' other characters, 95% interval +0.5 to +1.8, 370 players+1.1%JackyJacky: +1.0% against the same players' other characters, 95% interval +0.2 to +1.7, 510 players+1.0%LionLion: +3.3% against the same players' other characters, 95% interval +2.5 to +4.1, 308 players+3.3%EileenEileen: +2.6% against the same players' other characters, 95% interval +1.5 to +3.7, 181 players+2.6%TakaTaka: +2.5% against the same players' other characters, 95% interval +1.4 to +3.7, 202 players+2.5%El BlazeEl Blaze: +0.2% against the same players' other characters, 95% interval -0.7 to +1.2, 261 players+0.2%Lei FeiLei Fei: -1.1% against the same players' other characters, 95% interval -2.1 to -0.1, 201 players-1.1%BradBrad: -2.7% against the same players' other characters, 95% interval -3.6 to -1.8, 278 players-2.7%PaiPai: +0.3% against the same players' other characters, 95% interval -0.5 to +1.0, 320 players+0.3%KageKage: -2.8% against the same players' other characters, 95% interval -3.6 to -2.0, 368 players-2.8%GohGoh: -0.8% against the same players' other characters, 95% interval -1.5 to -0.1, 336 players-0.8%DuralDural: -0.6% against the same players' other characters, 95% interval -2.3 to +1.0, 84 players-0.6%ShunShun: -0.9% against the same players' other characters, 95% interval -1.9 to +0.0, 251 players-0.9%WolfWolf: -2.4% against the same players' other characters, 95% interval -3.1 to -1.7, 381 players-2.4%JeffryJeffry: -4.2% against the same players' other characters, 95% interval -4.9 to -3.5, 427 players-4.2%JeanJean: -3.9% against the same players' other characters, 95% interval -4.6 to -3.2, 336 players-3.9%AoiAoi: -0.7% against the same players' other characters, 95% interval -1.7 to +0.3, 235 players-0.7%SarahSarah: -4.0% against the same players' other characters, 95% interval -5.0 to -3.0, 277 players-4.0%VanessaVanessa: -4.1% against the same players' other characters, 95% interval -5.2 to -2.9, 210 players-4.1%

A character's raw rate is mostly its players: fast players pick some characters more than others. So each player with 3 minutes of live rounds on a character and 3 on their others is compared only with themselves, and a character needs 30 such players to be tested. The 20 tested are corrected together (Benjamini-Hochberg); a triangle marks a gap that survives at q < 0.05, and a faint bar one that does not. Characters are listed fastest raw rate first.

Does the faster side win the round?

Share of 389,987 rounds won by the side with more inputs, by how far apart the two counts were
0–10% apart0–10% apart: faster side won 51.0% of 91,207 rounds51.0%10–20% apart10–20% apart: faster side won 52.3% of 86,356 rounds52.3%20–30% apart20–30% apart: faster side won 53.8% of 71,519 rounds53.8%30–40% apart30–40% apart: faster side won 55.5% of 53,555 rounds55.5%40%+ apart40%+ apart: faster side won 60.0% of 87,350 rounds60.0%

Between two players of the same rank the faster side won 53.9%, so this is not just higher ranks being faster. It does not say pressing more wins: a player on the wrong end of a combo, a throw or a knockdown has less to do, so losing a round can lower the count as easily as a low count can lose it. The gap is the difference as a share of the two counts' mean. 3,402 rounds with level counts are left out. Intervals are clustered by match.

The pace through a round

Inputs a minute in each second since the bell, rounds won against rounds lost
300350400450500550600Second 0: 551 a minute in rounds won, 542 in rounds lost (802,479 live)Second 1: 441 a minute in rounds won, 419 in rounds lost (802,479 live)Second 2: 435 a minute in rounds won, 414 in rounds lost (802,460 live)Second 3: 436 a minute in rounds won, 421 in rounds lost (802,345 live)Second 4: 436 a minute in rounds won, 423 in rounds lost (802,157 live)Second 5: 436 a minute in rounds won, 424 in rounds lost (801,566 live)Second 6: 435 a minute in rounds won, 424 in rounds lost (800,381 live)Second 7: 433 a minute in rounds won, 422 in rounds lost (798,031 live)Second 8: 432 a minute in rounds won, 422 in rounds lost (794,088 live)Second 9: 432 a minute in rounds won, 422 in rounds lost (787,126 live)Second 10: 432 a minute in rounds won, 422 in rounds lost (776,512 live)Second 11: 432 a minute in rounds won, 421 in rounds lost (760,900 live)Second 12: 430 a minute in rounds won, 421 in rounds lost (740,796 live)Second 13: 429 a minute in rounds won, 420 in rounds lost (715,479 live)Second 14: 428 a minute in rounds won, 420 in rounds lost (685,460 live)Second 15: 427 a minute in rounds won, 420 in rounds lost (651,119 live)Second 16: 427 a minute in rounds won, 419 in rounds lost (613,241 live)Second 17: 425 a minute in rounds won, 418 in rounds lost (572,400 live)Second 18: 424 a minute in rounds won, 417 in rounds lost (527,895 live)Second 19: 423 a minute in rounds won, 416 in rounds lost (481,632 live)Second 20: 422 a minute in rounds won, 416 in rounds lost (434,220 live)Second 21: 422 a minute in rounds won, 414 in rounds lost (385,818 live)Second 22: 420 a minute in rounds won, 412 in rounds lost (337,986 live)Second 23: 419 a minute in rounds won, 411 in rounds lost (290,724 live)Second 24: 418 a minute in rounds won, 410 in rounds lost (245,914 live)Second 25: 416 a minute in rounds won, 410 in rounds lost (204,978 live)Second 26: 417 a minute in rounds won, 407 in rounds lost (167,938 live)Second 27: 416 a minute in rounds won, 405 in rounds lost (135,446 live)Second 28: 416 a minute in rounds won, 405 in rounds lost (107,390 live)Second 29: 413 a minute in rounds won, 403 in rounds lost (83,807 live)Second 30: 412 a minute in rounds won, 401 in rounds lost (64,909 live)Second 31: 410 a minute in rounds won, 400 in rounds lost (49,303 live)Second 32: 409 a minute in rounds won, 399 in rounds lost (37,121 live)Second 33: 407 a minute in rounds won, 397 in rounds lost (27,756 live)Second 34: 409 a minute in rounds won, 393 in rounds lost (20,382 live)Second 35: 399 a minute in rounds won, 390 in rounds lost (15,005 live)Second 36: 398 a minute in rounds won, 392 in rounds lost (10,900 live)Second 37: 395 a minute in rounds won, 385 in rounds lost (7,802 live)Second 38: 389 a minute in rounds won, 378 in rounds lost (5,647 live)Second 39: 377 a minute in rounds won, 380 in rounds lost (4,030 live)Second 40: 368 a minute in rounds won, 362 in rounds lost (2,915 live)Second 41: 342 a minute in rounds won, 342 in rounds lost (2,096 live)0510152025303540seconds since the bell
Rounds wonRounds lost

The first second is the burst players buffer through the intro. A second is drawn while at least 1,000 rounds of each outcome are still live at it; the last, partial second of each round is left out, or every round would appear to stop dead.

Each side of every round counts once, whoever was pulled for the match. A side with no input in any round of a match is a controller left alone, not a slow player, and is left out, as are sides ranked outside 21–46 at the time.

The sample is drawn by a hash of the match, so the same matches come back on every pull and a full pull will contain this one. The figures will tighten, not move, when it lands.