Replay data5SHGEH7SA

西沙幫若眾(中咗魔龍勇者) vs 蒼龍爆刃(紫黑) 1-60 A

Custom Room

Player 1Victory

西沙幫若眾(中咗魔龍勇者)

M. Bison · Classic

Pre-match MR
1,705
Pre-match LP
197,752
Player 2Defeat

蒼龍爆刃(紫黑) 1-60 A

M. Bison · Classic

Pre-match MR
1,601
Pre-match LP
108,301

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 · 西沙幫若眾(中咗魔龍勇者)Perfect
    P2 · 蒼龍爆刃(紫黑) 1-60 ARound lost
  2. Round 2
    P1 · 西沙幫若眾(中咗魔龍勇者)Standard victory
    P2 · 蒼龍爆刃(紫黑) 1-60 ARound lost
Match record Identifiers, ratings & round codes
Replay ID
5SHGEH7SA
Played at
Mode
Custom Room
Player CFN ID
1703730514
Player
西沙幫若眾(中咗魔龍勇者)
Selected character
M. Bison
Played character
M. Bison
Controls
Classic
Pre-match MR
1,705MR points
Pre-match LP
197,752LP points
Opponent CFN ID
3797862972
Opponent
蒼龍爆刃(紫黑) 1-60 A
Opponent selected character
M. Bison
Opponent played character
M. Bison
Opponent controls
Classic
Opponent pre-match MR
1,601MR points
Opponent pre-match LP
108,301LP points
Result from player perspective
WW/L/D
Player round result codes
8,1comma-separated codes
Opponent round result codes
0,0comma-separated codes
Player round outcomes
Perfect; Standard victory
Opponent round outcomes
Round lost; Round lost

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

Privacy settings

Allow YouTube/Twitch media, usage analytics and remembered history? Choices last 180 days and can be withdrawn here anytime.

More options & details

Optional features are off until you choose them. You can change or withdraw your choices here at any time.

Security and storage needed for features you request remain available, including saved fighters, replay requests and feedback.

Choices are saved for 180 days on this device. Turning analytics off reloads this page to stop the loaded beacon.

Privacy & storage