Replay data5ADVC9LEK

白百合大人不用OD升龙压起身 vs 为什么你可以一直按阿

Ranked

Player 1Defeat

白百合大人不用OD升龙压起身

Ryu · Modern

Pre-match MR
1,529
Pre-match LP
37,944
Player 2Victory

为什么你可以一直按阿

Zangief · Classic

Pre-match MR
1,565
Pre-match LP
273,625

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 · 白百合大人不用OD升龙压起身Round lost
    P2 · 为什么你可以一直按阿Standard victory
  2. Round 2
    P1 · 白百合大人不用OD升龙压起身Standard victory
    P2 · 为什么你可以一直按阿Round lost
  3. Round 3
    P1 · 白百合大人不用OD升龙压起身Round lost
    P2 · 为什么你可以一直按阿Perfect
Match record Identifiers, ratings & round codes
Replay ID
5ADVC9LEK
Played at
Mode
Ranked
Player CFN ID
1924644871
Player
白百合大人不用OD升龙压起身
Selected character
Ryu
Played character
Ryu
Controls
Modern
Pre-match MR
1,529MR points
Pre-match LP
37,944LP points
Opponent CFN ID
4142236944
Opponent
为什么你可以一直按阿
Opponent selected character
Zangief
Opponent played character
Zangief
Opponent controls
Classic
Opponent pre-match MR
1,565MR points
Opponent pre-match LP
273,625LP points
Result from player perspective
LW/L/D
Player round result codes
0,1,0comma-separated codes
Opponent round result codes
1,0,8comma-separated codes
Player round outcomes
Round lost; Standard victory; Round lost
Opponent round outcomes
Standard victory; Round lost; Perfect

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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