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Virtua Fighter 5 REVO · v1.10 · Rank 21–46

Win Probability Added

How much picking each character adds to your chance of winning in v1.10, once the two players' ranks and how good each player is are taken out: the tier list's win rate, split into what the players earned and what the character did.

Survive correction5 of 19
Matches counted869,835
Players5,583
Rank bandRank 21–46
Period2026/03/26 – 2026/10/18

Every character, in pieces

points against 50%; the interval is 95%
El Blaze51.6%+1.6+0.2−1.5+0.2+2.6+1.5 … +3.6598500<0 .001< td><0 .001< td>
Eileen51.4%+1.4−0.5−0.8+0.2+2.5+0.3 … +4.84343700.0310.074
Taka53.3%+3.3+0.6+0.7+0.3+1.6−0.0 … +3.25194610.0520.099
Lion50.5%+0.5+0.2−1.4+0.4+1.3+0.2 … +2.48416530.0200.062
Sarah49.7%−0.3+0.2−2.2+0.4+1.3+0.1 … +2.57815300.0420.089
Lei Fei50.4%+0.4+0.3−1.3+0.4+0.9−0.6 … +2.45323840.2130.272
Vanessa49.7%−0.3−0.6−1.0+0.4+0.9−0.5 … +2.25694400.2020.272
Shun49.6%−0.4+0.5−2.0+0.4+0.7−0.4 … +1.86544960.2150.272
Lau51.3%+1.3+0.2+0.0+0.4+0.7−0.4 … +1.88457130.2120.272
Brad50.5%+0.5+0.1−0.7+0.4+0.6−0.5 … +1.66835540.2560.304
Pai49.8%−0.2+0.4−1.2+0.5+0.1−0.8 … +0.98456210.8300.830
Kage51.1%+1.1+0.4+0.3+0.5−0.1−0.9 … +0.78987330.7820.825
Jeffry51.0%+1.0−0.3+1.1+0.5−0.2−1.4 … +0.99808140.6610.739
Aoi47.9%−2.1−0.8−1.1+0.6−0.7−1.7 … +0.36794900.1410.244
Jean51.0%+1.0+0.4+1.2+0.6−1.2−2.2 … −0.27676610.0260.071
Wolf49.4%−0.6+0.1+0.7+0.6−2.0−3.1 … −1.0960771<0 .001< td>0.003
Jacky49.9%−0.1+0.1+2.0+0.6−2.8−3.5 … −2.01,240945<0 .001< td><0 .001< td>
Akira48.4%−1.6−0.5+1.4+0.5−2.9−3.7 … −2.11,201817<0 .001< td><0 .001< td>
Goh49.1%−0.9−0.4+2.1+0.7−3.3−4.0 … −2.5871715<0 .001< td><0 .001< td>

Dural is in the model, since she is somebody's opponent, but she is left off the rows and out of the baseline, as on the tier list.

How WPA is worked out

A win rate mixes three things: who the character's players were paired against, how good those players are, and the character. WPA predicts every match from the first two and gives the character whatever is left over.

  1. Ranks. Each match starts from the win chance the two ranks give, read off the ladder's own rank-against-rank record (the Rank Impact report). A 35 facing a 31 is not an even match, whatever either of them picked.
  2. Player skill. Each player gets one number: how much better or worse than their rank they play, fitted over every match they played with every character. A player who beats most people at their rank gets a positive number, whichever character they were on.
  3. The character. Each character gets one number, fitted at the same time: how much more it wins than the ranks and the players predict. In points, that is its WPA: in a match that was even on ranks and players, picking it makes the chance 50% plus the WPA. Zero is the average of the nineteen characters, each counted once.
  4. Opponents' characters. What is left of the bar is the characters it met. The baseline counts every character once and the most-picked characters sit below it, so everyone faces a slightly soft field; this piece is that.

The character's number is read most directly off people who play more than one character, the same person on two different characters, and off opponents, since every match has two characters in it. The table counts how many of each character's players also played another. A character whose players almost all play only it is harder to separate from them, and its interval is wider for it.

What it cannot say. Characters are chosen, not dealt, so this is an adjusted comparison and not proof of cause: a character that players pick up while they are improving, or bring out only in matchups they like, carries that into its number. Skill is one number per player for the whole period. And only matches with both players in the band count, as on every banded report.

The interval: players are dealt into 20 groups by a hash of their id, and the model is refitted 20 times, each time leaving out one group's players and all their matches. The spread of those refits is the error (a grouped jackknife). With 20 groups the p-value is read on a t distribution with 19 degrees of freedom (the 95% line is at t = 2.09), and q corrects the p-values for the characters tested together (Benjamini–Hochberg, 5%).

Survive correction3 of 19
Matches counted399,566
Players4,776
Rank bandRank 21–29
Period2026/03/26 – 2026/10/18

Every character, in pieces

points against 50%; the interval is 95%
El Blaze51.4%+1.4+0.3−1.8+0.1+2.7+0.3 … +5.04243340.0270.078
Lion49.8%−0.2−0.3−2.2+0.2+2.1+0.5 … +3.76234500.0120.058
Taka52.9%+2.9+0.1+0.7+0.2+1.9−0.6 … +4.43753240.1250.198
Shun50.0%−0.0+0.3−2.4+0.3+1.8−0.3 … +3.84993670.0950.198
Sarah50.0%−0.0+0.6−2.7+0.3+1.7+0.2 … +3.36173890.0290.078
Lei Fei50.5%+0.5+0.3−1.3+0.3+1.2−0.3 … +2.73922710.1180.198
Vanessa50.6%+0.6−1.1+0.5+0.3+0.9−0.9 … +2.64343250.3250.441
Jeffry51.5%+1.5−0.2+0.7+0.4+0.5−0.5 … +1.67595840.3080.441
Lau50.8%+0.8−0.5+0.4+0.4+0.4−1.3 … +2.26124890.6040.732
Brad51.0%+1.0−0.1+0.2+0.4+0.4−1.3 … +2.15003930.6160.732
Pai49.9%−0.1+0.7−1.3+0.5+0.1−1.1 … +1.26564430.8890.938
Eileen50.4%+0.4−0.3+0.1+0.5+0.1−2.4 … +2.53212630.9500.950
Kage50.3%+0.3−0.2+0.3+0.5−0.3−1.7 … +1.26244910.6960.778
Jean53.2%+3.2+1.7+2.0+0.6−1.1−2.4 … +0.25824750.1010.198
Wolf50.5%+0.5+1.0+0.1+0.6−1.1−2.6 … +0.37545800.1210.198
Jacky50.7%+0.7+0.6+1.1+0.6−1.6−3.1 … −0.29166480.0290.078
Aoi46.6%−3.4−1.6+0.4+0.8−2.9−4.9 … −0.95453720.0060.040
Goh49.6%−0.4−0.5+2.5+0.8−3.3−4.5 … −2.0689540<0 .001< td><0 .001< td>
Akira47.6%−2.4−0.8+1.3+0.6−3.5−4.9 … −2.0932590<0 .001< td><0 .001< td>

Dural is in the model, since she is somebody's opponent, but she is left off the rows and out of the baseline, as on the tier list.

How WPA is worked out

A win rate mixes three things: who the character's players were paired against, how good those players are, and the character. WPA predicts every match from the first two and gives the character whatever is left over.

  1. Ranks. Each match starts from the win chance the two ranks give, read off the ladder's own rank-against-rank record (the Rank Impact report). A 35 facing a 31 is not an even match, whatever either of them picked.
  2. Player skill. Each player gets one number: how much better or worse than their rank they play, fitted over every match they played with every character. A player who beats most people at their rank gets a positive number, whichever character they were on.
  3. The character. Each character gets one number, fitted at the same time: how much more it wins than the ranks and the players predict. In points, that is its WPA: in a match that was even on ranks and players, picking it makes the chance 50% plus the WPA. Zero is the average of the nineteen characters, each counted once.
  4. Opponents' characters. What is left of the bar is the characters it met. The baseline counts every character once and the most-picked characters sit below it, so everyone faces a slightly soft field; this piece is that.

The character's number is read most directly off people who play more than one character, the same person on two different characters, and off opponents, since every match has two characters in it. The table counts how many of each character's players also played another. A character whose players almost all play only it is harder to separate from them, and its interval is wider for it.

What it cannot say. Characters are chosen, not dealt, so this is an adjusted comparison and not proof of cause: a character that players pick up while they are improving, or bring out only in matchups they like, carries that into its number. Skill is one number per player for the whole period. And only matches with both players in the band count, as on every banded report.

The interval: players are dealt into 20 groups by a hash of their id, and the model is refitted 20 times, each time leaving out one group's players and all their matches. The spread of those refits is the error (a grouped jackknife). With 20 groups the p-value is read on a t distribution with 19 degrees of freedom (the 95% line is at t = 2.09), and q corrects the p-values for the characters tested together (Benjamini–Hochberg, 5%).

Survive correction5 of 19
Matches counted399,837
Players2,328
Rank bandRank 30–39
Period2026/03/26 – 2026/10/18

Every character, in pieces

points against 50%; the interval is 95%

Dural is in the model, since she is somebody's opponent, but she is left off the rows and out of the baseline, as on the tier list.

How WPA is worked out

A win rate mixes three things: who the character's players were paired against, how good those players are, and the character. WPA predicts every match from the first two and gives the character whatever is left over.

  1. Ranks. Each match starts from the win chance the two ranks give, read off the ladder's own rank-against-rank record (the Rank Impact report). A 35 facing a 31 is not an even match, whatever either of them picked.
  2. Player skill. Each player gets one number: how much better or worse than their rank they play, fitted over every match they played with every character. A player who beats most people at their rank gets a positive number, whichever character they were on.
  3. The character. Each character gets one number, fitted at the same time: how much more it wins than the ranks and the players predict. In points, that is its WPA: in a match that was even on ranks and players, picking it makes the chance 50% plus the WPA. Zero is the average of the nineteen characters, each counted once.
  4. Opponents' characters. What is left of the bar is the characters it met. The baseline counts every character once and the most-picked characters sit below it, so everyone faces a slightly soft field; this piece is that.

The character's number is read most directly off people who play more than one character, the same person on two different characters, and off opponents, since every match has two characters in it. The table counts how many of each character's players also played another. A character whose players almost all play only it is harder to separate from them, and its interval is wider for it.

What it cannot say. Characters are chosen, not dealt, so this is an adjusted comparison and not proof of cause: a character that players pick up while they are improving, or bring out only in matchups they like, carries that into its number. Skill is one number per player for the whole period. And only matches with both players in the band count, as on every banded report.

The interval: players are dealt into 20 groups by a hash of their id, and the model is refitted 20 times, each time leaving out one group's players and all their matches. The spread of those refits is the error (a grouped jackknife). With 20 groups the p-value is read on a t distribution with 19 degrees of freedom (the 95% line is at t = 2.09), and q corrects the p-values for the characters tested together (Benjamini–Hochberg, 5%).

Survive correction0 of 19
Matches counted70,432
Players463
Rank bandRank 40–46
Period2026/03/26 – 2026/10/18

Every character, in pieces

points against 50%; the interval is 95%
Eileen53.0%+3.0−0.4−0.1+0.2+3.3+0.7 … +6.01611180.0180.055
El Blaze51.4%+1.4+0.1−1.0+0.4+1.9+0.7 … +3.22501980.0050.019
Lei Fei49.4%−0.6−0.2−2.5+0.5+1.7−0.7 … +4.01991340.1520.321
Lion51.4%+1.4+0.6−1.1+0.5+1.4+0.2 … +2.63152320.0200.055
Taka53.6%+3.6+1.1+0.8+0.4+1.2−1.4 … +3.81841550.3320.573
Vanessa50.1%+0.1+0.2−1.6+0.5+1.1−0.6 … +2.92021430.1900.361
Aoi50.0%+0.0+0.4−1.6+0.5+0.7−1.3 … +2.72011320.4740.609
Sarah49.9%−0.1−0.0−1.2+0.5+0.6−1.1 … +2.42461650.4780.609
Brad50.4%+0.4+0.3−0.8+0.5+0.5−0.9 … +1.92731990.4810.609
Shun49.4%−0.6+0.7−2.1+0.5+0.3−1.0 … +1.62491670.6140.648
Kage51.9%+1.9+0.9+0.4+0.5+0.1−1.1 … +1.33903100.8470.847
Jeffry50.9%+0.9−0.3+1.0+0.5−0.3−1.7 … +1.03793250.5980.648
Lau50.8%+0.8+0.3+0.5+0.5−0.4−1.4 … +0.63342810.4000.609
Pai49.8%−0.2+0.2−0.5+0.5−0.4−2.1 … +1.32842160.5950.648
Jean49.8%−0.2−0.3+1.0+0.6−1.4−2.7 … −0.12952450.0320.075
Akira48.8%−1.2−0.3+0.8+0.5−2.1−3.2 … −1.1453286<0 .001< td>0.004
Wolf48.1%−1.9−0.9+0.8+0.5−2.4−3.7 … −1.03252420.0010.007
Jacky49.0%−1.0−0.5+1.9+0.5−2.9−3.9 … −1.9496369<0 .001< td><0 .001< td>
Goh48.8%−1.2−0.3+1.5+0.6−2.9−4.4 … −1.4288230<0 .001< td>0.004
Eileen51.0%+1.1−1.6−9.8−0.3+12.7−26.4 … +40.137180.5300.804
Lau54.0%+4.0+1.3−1.4+0.1+4.0+0.4 … +7.563440.0310.294
Aoi48.4%−1.6−0.9−3.9−0.4+3.5−12.7 … +19.024110.6570.804
Pai48.4%−1.6−1.2−3.1−0.5+3.2−2.0 … +8.338220.2180.804
Jeffry47.1%−2.9−3.0−1.9+0.1+1.9−13.0 … +16.548390.7970.804
Shun48.1%−1.9+0.1−3.7+0.2+1.5−7.0 … +9.934160.7160.804
Kage49.7%−0.3−0.0−1.5+0.3+1.0−3.9 … +5.971480.6770.804
Taka53.5%+3.5+0.9+1.6+0.1+0.9−6.6 … +8.329180.8040.804
Brad49.2%−0.8+0.2−1.9+0.1+0.7−4.2 … +5.547330.7750.804
Akira51.8%+1.8+0.6+1.8+0.2−0.8−5.0 … +3.471410.7090.804
Lion49.0%−1.0−0.0+0.3+0.1−1.4−5.3 … +2.562380.4480.804
El Blaze53.1%+3.1+0.4+4.2+0.4−1.9−8.4 … +4.742270.5630.804
Lei Fei54.5%+4.5+3.1+3.3+0.3−2.1−7.5 … +3.332150.4250.804
Jean46.3%−3.7−1.8+0.3+0.1−2.3−6.8 … +2.345410.3070.804
Vanessa45.4%−4.7−1.6−1.3+0.6−2.3−9.1 … +4.631130.4910.804
Goh47.6%−2.4−0.2+0.2+0.3−2.6−17.6 … +12.821140.7290.804
Jacky51.2%+1.2+1.3+3.5+0.2−3.8−6.7 … −0.884520.0150.283
Wolf48.1%−1.9−0.8+3.1+0.4−4.6−15.7 … +7.035170.4210.804
Sarah46.4%−3.6−2.1+5.8+0.4−7.8−30.4 … +18.824140.5590.804

Dural is in the model, since she is somebody's opponent, but she is left off the rows and out of the baseline, as on the tier list.

How WPA is worked out

A win rate mixes three things: who the character's players were paired against, how good those players are, and the character. WPA predicts every match from the first two and gives the character whatever is left over.

  1. Ranks. Each match starts from the win chance the two ranks give, read off the ladder's own rank-against-rank record (the Rank Impact report). A 35 facing a 31 is not an even match, whatever either of them picked.
  2. Player skill. Each player gets one number: how much better or worse than their rank they play, fitted over every match they played with every character. A player who beats most people at their rank gets a positive number, whichever character they were on.
  3. The character. Each character gets one number, fitted at the same time: how much more it wins than the ranks and the players predict. In points, that is its WPA: in a match that was even on ranks and players, picking it makes the chance 50% plus the WPA. Zero is the average of the nineteen characters, each counted once.
  4. Opponents' characters. What is left of the bar is the characters it met. The baseline counts every character once and the most-picked characters sit below it, so everyone faces a slightly soft field; this piece is that.

The character's number is read most directly off people who play more than one character, the same person on two different characters, and off opponents, since every match has two characters in it. The table counts how many of each character's players also played another. A character whose players almost all play only it is harder to separate from them, and its interval is wider for it.

What it cannot say. Characters are chosen, not dealt, so this is an adjusted comparison and not proof of cause: a character that players pick up while they are improving, or bring out only in matchups they like, carries that into its number. Skill is one number per player for the whole period. And only matches with both players in the band count, as on every banded report.

The interval: players are dealt into 20 groups by a hash of their id, and the model is refitted 20 times, each time leaving out one group's players and all their matches. The spread of those refits is the error (a grouped jackknife). With 20 groups the p-value is read on a t distribution with 19 degrees of freedom (the 95% line is at t = 2.09), and q corrects the p-values for the characters tested together (Benjamini–Hochberg, 5%).

Survive correction7 of 19
Matches counted799,403
Players5,527
Rank bandRank 21–39
Period2026/03/26 – 2026/10/18

Every character, in pieces

points against 50%; the interval is 95%
El Blaze51.4%+1.4+0.2−1.8+0.3+2.7+1.6 … +3.8581485<0 .001< td><0 .001< td>
Eileen51.5%+1.5−0.3−0.5+0.2+2.1+0.2 … +3.94153530.0280.067
Lion50.7%+0.7+0.2−1.5+0.4+1.6+0.8 … +2.3817631<0 .001< td>0.002
Taka53.2%+3.2+0.6+0.8+0.3+1.5−0.2 … +3.25064470.0760.121
Sarah49.9%−0.1+0.3−2.2+0.4+1.4+0.4 … +2.47705190.0090.025
Lei Fei49.9%−0.1−0.0−1.9+0.4+1.4−0.0 … +2.85193710.0550.104
Vanessa50.4%+0.4−0.4−0.6+0.4+1.0−0.5 … +2.55574310.1670.227
Shun49.7%−0.3+0.5−1.9+0.4+0.7−0.2 … +1.66424860.1260.184
Brad50.6%+0.6+0.1−0.5+0.5+0.6−0.6 … +1.76585290.3320.421
Lau50.8%+0.8−0.0+0.2+0.5+0.1−0.9 … +1.28206870.7990.893
Kage51.2%+1.2+0.5+0.3+0.5−0.0−1.0 … +0.98627020.9270.927
Pai49.9%−0.1+0.5−1.1+0.5−0.1−0.9 … +0.88276070.8670.915
Jeffry51.2%+1.2−0.2+1.0+0.5−0.2−1.2 … +0.99667970.7400.879
Aoi47.9%−2.1−0.8−0.8+0.6−1.0−2.1 … +0.16684800.0620.107
Jean51.2%+1.2+0.5+1.1+0.6−1.0−2.0 … −0.17436360.0330.070
Wolf49.5%−0.5+0.2+0.6+0.6−1.9−3.0 … −0.89417520.0020.005
Jacky49.8%−0.2+0.0+1.7+0.6−2.5−3.4 … −1.61,203907<0 .001< td><0 .001< td>
Akira48.2%−1.8−0.6+1.3+0.5−3.0−3.9 … −2.11,174792<0 .001< td><0 .001< td>
Goh49.2%−0.8−0.4+2.1+0.7−3.2−4.0 … −2.5862705<0 .001< td><0 .001< td>

Dural is in the model, since she is somebody's opponent, but she is left off the rows and out of the baseline, as on the tier list.

How WPA is worked out

A win rate mixes three things: who the character's players were paired against, how good those players are, and the character. WPA predicts every match from the first two and gives the character whatever is left over.

  1. Ranks. Each match starts from the win chance the two ranks give, read off the ladder's own rank-against-rank record (the Rank Impact report). A 35 facing a 31 is not an even match, whatever either of them picked.
  2. Player skill. Each player gets one number: how much better or worse than their rank they play, fitted over every match they played with every character. A player who beats most people at their rank gets a positive number, whichever character they were on.
  3. The character. Each character gets one number, fitted at the same time: how much more it wins than the ranks and the players predict. In points, that is its WPA: in a match that was even on ranks and players, picking it makes the chance 50% plus the WPA. Zero is the average of the nineteen characters, each counted once.
  4. Opponents' characters. What is left of the bar is the characters it met. The baseline counts every character once and the most-picked characters sit below it, so everyone faces a slightly soft field; this piece is that.

The character's number is read most directly off people who play more than one character, the same person on two different characters, and off opponents, since every match has two characters in it. The table counts how many of each character's players also played another. A character whose players almost all play only it is harder to separate from them, and its interval is wider for it.

What it cannot say. Characters are chosen, not dealt, so this is an adjusted comparison and not proof of cause: a character that players pick up while they are improving, or bring out only in matchups they like, carries that into its number. Skill is one number per player for the whole period. And only matches with both players in the band count, as on every banded report.

The interval: players are dealt into 20 groups by a hash of their id, and the model is refitted 20 times, each time leaving out one group's players and all their matches. The spread of those refits is the error (a grouped jackknife). With 20 groups the p-value is read on a t distribution with 19 degrees of freedom (the 95% line is at t = 2.09), and q corrects the p-values for the characters tested together (Benjamini–Hochberg, 5%).

Survive correction5 of 19
Matches counted470,269
Players2,386
Rank bandRank 30–46
Period2026/03/26 – 2026/10/18

Every character, in pieces

points against 50%; the interval is 95%
Eileen52.5%+2.5−0.8−1.2+0.2+4.2−0.1 … +8.61801350.0570.153
El Blaze51.7%+1.7+0.1−0.6+0.4+1.9+0.5 … +3.22672130.0100.037
Taka53.6%+3.6+1.1+0.6+0.4+1.5−1.0 … +4.01981700.2210.420
Aoi49.8%−0.2+0.3−2.0+0.5+1.1−0.7 … +2.92121420.2190.420
Lion50.9%+0.9+0.5−1.1+0.4+1.0−0.7 … +2.73402550.2150.420
Vanessa49.0%−0.9−0.2−2.0+0.5+0.8−0.9 … +2.42151530.3340.548
Lei Fei50.3%+0.3+0.3−1.3+0.5+0.8−1.5 … +3.12131480.4940.670
Lau51.5%+1.6+0.5+0.0+0.4+0.6−0.7 … +1.83593070.3460.548
Brad50.2%+0.2+0.3−1.0+0.5+0.5−0.7 … +1.82982230.3970.580
Sarah49.4%−0.6−0.3−1.2+0.5+0.4−1.7 … +2.52581760.6880.769
Shun49.2%−0.8+0.6−2.2+0.4+0.4−1.3 … +2.02611770.6500.769
Kage51.5%+1.5+0.7+0.3+0.5−0.0−1.0 … +0.94263420.9270.927
Pai49.6%−0.4+0.0−0.8+0.5−0.1−1.8 … +1.63022290.8940.927
Jeffry50.6%+0.6−0.5+1.0+0.5−0.4−2.0 … +1.23933420.5720.725
Jean49.6%−0.4−0.4+1.0+0.6−1.6−3.0 … −0.23192700.0260.084
Akira49.2%−0.8−0.2+1.1+0.5−2.1−3.0 … −1.2480311<0 .001< td><0 .001< td>
Wolf48.1%−1.9−0.9+1.1+0.6−2.6−4.0 … −1.2344260<0 .001< td>0.005
Goh48.7%−1.3−0.3+1.5+0.6−3.0−4.6 … −1.5297240<0 .001< td>0.005
Jacky49.3%−0.7−0.3+2.3+0.5−3.2−4.1 … −2.3533406<0 .001< td><0 .001< td>

Dural is in the model, since she is somebody's opponent, but she is left off the rows and out of the baseline, as on the tier list.

How WPA is worked out

A win rate mixes three things: who the character's players were paired against, how good those players are, and the character. WPA predicts every match from the first two and gives the character whatever is left over.

  1. Ranks. Each match starts from the win chance the two ranks give, read off the ladder's own rank-against-rank record (the Rank Impact report). A 35 facing a 31 is not an even match, whatever either of them picked.
  2. Player skill. Each player gets one number: how much better or worse than their rank they play, fitted over every match they played with every character. A player who beats most people at their rank gets a positive number, whichever character they were on.
  3. The character. Each character gets one number, fitted at the same time: how much more it wins than the ranks and the players predict. In points, that is its WPA: in a match that was even on ranks and players, picking it makes the chance 50% plus the WPA. Zero is the average of the nineteen characters, each counted once.
  4. Opponents' characters. What is left of the bar is the characters it met. The baseline counts every character once and the most-picked characters sit below it, so everyone faces a slightly soft field; this piece is that.

The character's number is read most directly off people who play more than one character, the same person on two different characters, and off opponents, since every match has two characters in it. The table counts how many of each character's players also played another. A character whose players almost all play only it is harder to separate from them, and its interval is wider for it.

What it cannot say. Characters are chosen, not dealt, so this is an adjusted comparison and not proof of cause: a character that players pick up while they are improving, or bring out only in matchups they like, carries that into its number. Skill is one number per player for the whole period. And only matches with both players in the band count, as on every banded report.

The interval: players are dealt into 20 groups by a hash of their id, and the model is refitted 20 times, each time leaving out one group's players and all their matches. The spread of those refits is the error (a grouped jackknife). With 20 groups the p-value is read on a t distribution with 19 degrees of freedom (the 95% line is at t = 2.09), and q corrects the p-values for the characters tested together (Benjamini–Hochberg, 5%).

Low and high ranks together, without mid, is not a range of ranks: tick mid as well, or one of them alone.

Tick at least one rank band to see its report.