Replay data3L4R3EXJS

Super挨揍的笑容 vs ASzz33

Ranked

Player 1Defeat

Super挨揍的笑容

Ryu · Classic

Pre-match MR
0
Pre-match LP
6,034
Player 2Victory

ASzz33

M. Bison · Modern

Pre-match MR
0
Pre-match LP
6,012

Replay participants and rounds

Participants, characters, controls, outcome, round result codes and available telemetry coverage for one Street Fighter 6 replay.

Round outcomes

Battle Log
  1. Round 1
    P1 · Super挨揍的笑容Overdrive attack
    P2 · ASzz33Round lost
  2. Round 2
    P1 · Super挨揍的笑容Round lost
    P2 · ASzz33Super Art
  3. Round 3
    P1 · Super挨揍的笑容Round lost
    P2 · ASzz33Overdrive attack
Match record Identifiers, ratings & round codes
Replay ID
3L4R3EXJS
Played at
Mode
Ranked
Player CFN ID
3843857171
Player
Super挨揍的笑容
Selected character
Ryu
Played character
Ryu
Controls
Classic
Pre-match MR
0MR points
Pre-match LP
6,034LP points
Opponent CFN ID
3873646269
Opponent
ASzz33
Opponent selected character
M. Bison
Opponent played character
M. Bison
Opponent controls
Modern
Opponent pre-match MR
0MR points
Opponent pre-match LP
6,012LP points
Result from player perspective
LW/L/D
Player round result codes
5,0,0comma-separated codes
Opponent round result codes
0,6,5comma-separated codes
Player round outcomes
Overdrive attack; Round lost; Round lost
Opponent round outcomes
Round lost; Super Art; Overdrive attack

What the capture shows

No report
Telemetry is not available for this replay

No readable capture report is saved. Match details may still be available. Open the replay to check capture availability.

Technical capture details Sampling, timing & omissions

Report & sampling

Samples are capture observations, not a count of game simulation frames.

Report status
unavailable
Parser version
Not available
Samples parsed
Not available

Video timing

Times are estimated in seconds at 60 render frames per second. The offset aligns sample times with the recording; synchronization is not verified.

Timing method
Not available
Video offset
Not available

Coverage & omissions

Omissions count events not retained in the report. No reported omissions does not establish complete telemetry. Raw frame-by-frame samples are not retained.

Report truncated
Not available
Omitted health events
Not available
Omitted input events
Not available

Additional report fields

P1 observed health lost
Not available
P2 observed health lost
Not available
Source, coverage & limitations How to read this data

Stored Capcom Battle Log and validated replay capture report when available.

One replay; match date and report capture timestamp are separate.

Last saved update: . Reading this page does not refresh the source.

Match played
Report captured
Not available
Report availability
unavailable
Parser version
Not available
Report truncated
Not available
Samples parsed
Not available
Health events omitted
Not available
Input events omitted
Not available
Health changes retained
Not available
Input transitions retained
Not available
Combo candidates retained
Not available
  • Unknown replay codes do not produce fabricated datasets. A report can exist without a stored Battle Log match.
  • Telemetry survives video expiry; video availability does not establish telemetry completeness.
Sources, units and JSON reference

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