Virtua Fighter 5 REVO · v1.10 · Rank 21–46
Meta Over Time
Each character's win rate and pick rate, month by month, from v1.10 (26 March) to 18 October. Ranks 21–46.
Did anyone really rise or fall?
Win rate · ordered by p| 47.0% | 48.6% | +1.7 | +0.48 | 679 | 0.004 | 0.076 | |
| 48.7% | 51.5% | +2.8 | +0.68 | 532 | 0.009 | 0.085 | |
| 53.4% | 50.1% | −3.2 | −0.52 | 980 | 0.029 | 0.184 | |
| 49.2% | 51.1% | +1.9 | +0.32 | 569 | 0.076 | 0.361 | |
| 51.9% | 49.7% | −2.1 | −0.21 | 841 | 0.164 | 0.573 | |
| 50.7% | 48.5% | −2.2 | −0.24 | 781 | 0.181 | 0.573 | |
| 50.4% | 52.0% | +1.6 | +0.20 | 767 | 0.234 | 0.635 | |
| 52.9% | 51.9% | −0.9 | −0.19 | 598 | 0.352 | 0.727 | |
| 51.2% | 50.0% | −1.2 | −0.17 | 683 | 0.381 | 0.727 | |
| 50.2% | 49.2% | −1.0 | −0.10 | 845 | 0.404 | 0.727 | |
| 50.6% | 51.6% | +1.0 | −0.12 | 898 | 0.421 | 0.727 | |
| 49.1% | 49.0% | −0.1 | −0.10 | 871 | 0.531 | 0.841 | |
| 48.6% | 49.3% | +0.7 | +0.05 | 1,240 | 0.659 | 0.897 | |
| 47.6% | 48.7% | +1.2 | +0.06 | 1,201 | 0.661 | 0.897 | |
| 49.2% | 49.3% | +0.1 | +0.05 | 960 | 0.723 | 0.916 | |
| 52.4% | 51.8% | −0.6 | +0.03 | 845 | 0.884 | 0.961 | |
| 48.7% | 49.9% | +1.2 | +0.03 | 654 | 0.915 | 0.961 | |
| 50.0% | 50.0% | −0.0 | +0.03 | 434 | 0.918 | 0.961 | |
| 51.8% | 53.8% | +1.9 | +0.01 | 519 | 0.961 | 0.961 |
None of the 19 trends survives the test. The closest is Aoi: 47.0% → 48.6% (+0.48 points a month; p 0.004, q 0.076).
A character's rate can move because players figured it out, or because different people now play it. This report can't tell the two apart.
Aoi: the 296 players who played it before and after July went from 46.8% to 48.0%; the 180 who stopped before July had been at 47.3%; the 203 who started from July on are at 51.6%.
Each trend is a straight line through every match's result against its month, and its error is counted in players, so one person's run of matches is not read as many people agreeing. A win-rate trend's p is the share of 1,000 shuffles — calendar days dealt to months at random, each month keeping its number of days — whose trend is at least as far from zero; q corrects it across the 19 characters (Benjamini–Hochberg). Under the same shuffles the usual normal p called 5.5% of win-rate trends significant where 5% is right, so it is not used; for pick rates it called 5.9% and is used as it stands.
The per-match pull holds no matches at all on 18 days inside the window (1 Apr, 28 Apr, 1 May, 1 Jun, 1 Jul, 1 Aug, 7 Aug–16 Aug, 1 Sep, 1 Oct); the months around them are counted from the days that do.
Patch sources
Did anyone really rise or fall?
Win rate · ordered by p| 45.8% | 47.0% | +1.2 | +0.51 | 545 | 0.011 | 0.209 | |
| 49.0% | 50.8% | +1.8 | +0.54 | 392 | 0.103 | 0.730 | |
| 52.8% | 48.0% | −4.8 | −0.38 | 623 | 0.165 | 0.730 | |
| 50.1% | 50.6% | +0.5 | −0.38 | 624 | 0.185 | 0.730 | |
| 49.0% | 50.5% | +1.5 | +0.25 | 916 | 0.226 | 0.730 | |
| 50.8% | 47.1% | −3.7 | −0.59 | 321 | 0.247 | 0.730 | |
| 51.8% | 52.7% | +0.9 | −0.39 | 500 | 0.311 | 0.730 | |
| 46.1% | 48.2% | +2.1 | +0.20 | 932 | 0.345 | 0.730 | |
| 53.1% | 51.7% | −1.4 | −0.30 | 424 | 0.346 | 0.730 | |
| 53.1% | 51.2% | −1.9 | −0.31 | 759 | 0.442 | 0.840 | |
| 50.8% | 50.0% | −0.8 | −0.12 | 656 | 0.559 | 0.887 | |
| 50.0% | 50.4% | +0.4 | +0.12 | 754 | 0.560 | 0.887 | |
| 48.4% | 50.5% | +2.0 | +0.13 | 689 | 0.677 | 0.908 | |
| 49.4% | 48.9% | −0.6 | −0.12 | 499 | 0.754 | 0.908 | |
| 52.6% | 51.2% | −1.4 | −0.08 | 612 | 0.792 | 0.908 | |
| 50.7% | 49.8% | −0.9 | −0.05 | 617 | 0.834 | 0.908 | |
| 52.9% | 53.6% | +0.8 | −0.05 | 582 | 0.875 | 0.908 | |
| 51.9% | 50.5% | −1.4 | +0.05 | 434 | 0.887 | 0.908 | |
| 56.1% | 53.9% | −2.2 | +0.04 | 375 | 0.908 | 0.908 |
None of the 19 trends survives the test. The closest is Aoi: 45.8% → 47.0% (+0.51 points a month; p 0.011, q 0.209).
A character's rate can move because players figured it out, or because different people now play it. This report can't tell the two apart.
Aoi: the 197 players who played it before and after July went from 45.0% to 46.4%; the 167 who stopped before July had been at 49.3%; the 181 who started from July on are at 51.2%.
Each trend is a straight line through every match's result against its month, and its error is counted in players, so one person's run of matches is not read as many people agreeing. A win-rate trend's p is the share of 1,000 shuffles — calendar days dealt to months at random, each month keeping its number of days — whose trend is at least as far from zero; q corrects it across the 19 characters (Benjamini–Hochberg). Under the same shuffles the usual normal p called 5.2% of win-rate trends significant where 5% is right, so it is not used; for pick rates it called 5.7% and is used as it stands.
The per-match pull holds no matches at all on 25 days inside the window (1 Apr, 5 Apr, 7 Apr, 28 Apr–29 Apr, 1 May–3 May, 1 Jun, 1 Jul, 1 Aug, 7 Aug–16 Aug, 1 Sep, 20 Sep–21 Sep, 1 Oct); the months around them are counted from the days that do.
Patch sources
Did anyone really rise or fall?
Win rate · ordered by p| 54.2% | 49.8% | −4.3 | −0.60 | 379 | 0.008 | 0.095 | |
| 48.5% | 51.3% | +2.8 | +0.49 | 201 | 0.010 | 0.095 | |
| 47.5% | 51.7% | +4.2 | +0.75 | 202 | 0.028 | 0.138 | |
| 49.4% | 51.4% | +2.1 | +0.47 | 295 | 0.029 | 0.138 | |
| 48.0% | 50.6% | +2.6 | +0.49 | 199 | 0.054 | 0.205 | |
| 49.5% | 53.0% | +3.5 | +0.29 | 390 | 0.115 | 0.364 | |
| 50.2% | 48.6% | −1.7 | −0.28 | 288 | 0.171 | 0.461 | |
| 50.9% | 47.7% | −3.2 | −0.35 | 246 | 0.194 | 0.461 | |
| 48.6% | 51.2% | +2.7 | +0.21 | 249 | 0.335 | 0.669 | |
| 48.9% | 48.0% | −0.9 | −0.20 | 453 | 0.352 | 0.669 | |
| 53.6% | 52.8% | −0.8 | −0.21 | 250 | 0.457 | 0.761 | |
| 47.8% | 55.4% | +7.6 | +0.24 | 184 | 0.552 | 0.761 | |
| 50.9% | 51.0% | +0.1 | +0.29 | 161 | 0.573 | 0.761 | |
| 50.9% | 50.6% | −0.3 | −0.11 | 334 | 0.594 | 0.761 | |
| 48.5% | 48.4% | −0.1 | −0.08 | 496 | 0.601 | 0.761 | |
| 51.4% | 51.1% | −0.2 | −0.05 | 315 | 0.820 | 0.898 | |
| 48.8% | 48.7% | −0.1 | −0.04 | 284 | 0.838 | 0.898 | |
| 51.0% | 49.5% | −1.5 | −0.03 | 273 | 0.851 | 0.898 | |
| 48.2% | 48.3% | +0.1 | +0.02 | 325 | 0.911 | 0.911 |
None of the 19 trends survives the test. The closest is Jeffry: 54.2% → 49.8% (−0.60 points a month; p 0.008, q 0.095).
A character's rate can move because players figured it out, or because different people now play it. This report can't tell the two apart.
Jeffry: the 159 players who played it before and after July went from 50.6% to 49.0%; the 120 who stopped before July had been at 57.6%; the 100 who started from July on are at 52.6%.
Each trend is a straight line through every match's result against its month, and its error is counted in players, so one person's run of matches is not read as many people agreeing. A win-rate trend's p is the share of 1,000 shuffles — calendar days dealt to months at random, each month keeping its number of days — whose trend is at least as far from zero; q corrects it across the 19 characters (Benjamini–Hochberg). Under the same shuffles the usual normal p called 6.6% of win-rate trends significant where 5% is right, so it is not used; for pick rates it called 4.9% and is used as it stands.
The per-match pull holds no matches at all on 21 days inside the window (1 Apr, 28 Apr–29 Apr, 1 May–3 May, 1 Jun, 1 Jul, 1 Aug, 7 Aug–16 Aug, 1 Sep, 1 Oct); the months around them are counted from the days that do.
Patch sources
Did anyone really rise or fall?
Win rate · ordered by p| 57.1% | 48.2% | −8.9 | −1.47 | 71 | 0.017 | 0.285 | |
| 52.1% | 56.5% | +4.4 | +1.64 | 32 | 0.030 | 0.285 | |
| 42.9% | 55.5% | +12.6 | +1.49 | 37 | 0.052 | 0.329 | |
| 48.4% | 43.5% | −4.9 | −1.32 | 48 | 0.113 | 0.537 | |
| 50.8% | 39.7% | −11.1 | −1.29 | 29 | 0.161 | 0.612 | |
| 50.6% | 44.3% | −6.2 | −1.47 | 24 | 0.199 | 0.630 | |
| 57.4% | 56.3% | −1.1 | +0.42 | 63 | 0.418 | 0.975 | |
| 46.2% | 47.5% | +1.3 | +0.32 | 35 | 0.532 | 0.975 | |
| 51.6% | 55.2% | +3.6 | +0.27 | 71 | 0.588 | 0.975 | |
| 46.6% | 49.9% | +3.2 | +0.24 | 84 | 0.614 | 0.975 | |
| 45.3% | 50.9% | +5.6 | +0.27 | 31 | 0.621 | 0.975 | |
| 48.8% | 45.5% | −3.4 | −0.57 | 24 | 0.639 | 0.975 | |
| 50.2% | 47.3% | −2.9 | +0.26 | 42 | 0.735 | 0.975 | |
| 50.4% | 50.0% | −0.4 | −0.12 | 62 | 0.804 | 0.975 | |
| 49.1% | 46.6% | −2.5 | +0.08 | 47 | 0.908 | 0.975 | |
| 51.9% | 47.4% | −4.5 | −0.06 | 38 | 0.912 | 0.975 | |
| 45.4% | 47.6% | +2.2 | −0.04 | 34 | 0.925 | 0.975 | |
| 46.6% | 43.9% | −2.7 | −0.04 | 21 | 0.944 | 0.975 | |
| 44.1% | 47.6% | +3.5 | −0.03 | 45 | 0.975 | 0.975 |
None of the 19 trends survives the test. The closest is Kage: 57.1% → 48.2% (−1.47 points a month; p 0.017, q 0.285).
A character's rate can move because players figured it out, or because different people now play it. This report can't tell the two apart.
Kage: the 38 players who played it before and after July went from 52.6% to 49.5%; the 11 who stopped before July had been at 49.0%; the 22 who started from July on are at 43.6%.
Each trend is a straight line through every match's result against its month, and its error is counted in players, so one person's run of matches is not read as many people agreeing. A win-rate trend's p is the share of 1,000 shuffles — calendar days dealt to months at random, each month keeping its number of days — whose trend is at least as far from zero; q corrects it across the 19 characters (Benjamini–Hochberg). Under the same shuffles the usual normal p called 8.0% of win-rate trends significant where 5% is right, so it is not used; for pick rates it called 4.0% and is used as it stands.
The per-match pull holds no matches at all on 20 days inside the window (1 Apr, 28 Apr, 1 May, 1 Jun, 1 Jul, 1 Aug, 7 Aug–16 Aug, 1 Sep, 20 Sep–21 Sep, 1 Oct); the months around them are counted from the days that do.
Patch sources
