Replay data66TMYLMPN

ody$$eysace vs CptBubbles

Ranked

Player 1Defeat

ody$$eysace

Akuma · Classic

Pre-match MR
1,284
Pre-match LP
84,930
Player 2Victory

CptBubbles

Akuma · Classic

Pre-match MR
1,214
Pre-match LP
41,370

Replay participants and rounds

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

Replay telemetry

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.

Capture details Sampling, timing & omissions
Report status
unavailable
Parser version
Not available
Samples parsed
Not available
Timing method
Not available
Video offset
Not available
Report truncated
Not available
Omitted health events
Not available
Omitted input events
Not available
P1 observed health lost
Not available
P2 observed health lost
Not available

The video offset aligns estimated sample times with the recording. A report with no omissions does not establish complete telemetry. Raw frame-by-frame samples are not retained.

Round outcomes

Battle Log
  1. Round 1
    P1 · ody$$eysaceRound lost
    P2 · CptBubblesStandard victory
  2. Round 2
    P1 · ody$$eysaceRound lost
    P2 · CptBubblesStandard victory
Match record Identifiers, ratings & round codes
Replay ID
66TMYLMPN
Played at
Mode
Ranked
Player CFN ID
2788493448
Player
ody$$eysace
Selected character
Akuma
Played character
Akuma
Controls
Classic
Pre-match MR
1,284MR points
Pre-match LP
84,930LP points
Opponent CFN ID
3012270272
Opponent
CptBubbles
Opponent selected character
Akuma
Opponent played character
Akuma
Opponent controls
Classic
Opponent pre-match MR
1,214MR points
Opponent pre-match LP
41,370LP points
Result from player perspective
LW/L/D
Player round result codes
0,0comma-separated codes
Opponent round result codes
1,1comma-separated codes
Player round outcomes
Round lost; Round lost
Opponent round outcomes
Standard victory; Standard victory
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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