Replay data68CQB3UAL

風次@よしもとゲーミング vs staff2

Custom Room

Player 1Defeat

風次@よしもとゲーミング

Jamie · Classic

Pre-match MR
1,447
Pre-match LP
101,448
Player 2Victory

staff2

Yasmine · Classic

Pre-match MR
1,727
Pre-match LP
82,964

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 · 風次@よしもとゲーミングRound lost
    P2 · staff2Standard victory
  2. Round 2
    P1 · 風次@よしもとゲーミングRound lost
    P2 · staff2Standard victory
Match record Identifiers, ratings & round codes
Replay ID
68CQB3UAL
Played at
Mode
Custom Room
Player CFN ID
1988231672
Player
風次@よしもとゲーミング
Selected character
Jamie
Played character
Jamie
Controls
Classic
Pre-match MR
1,447MR points
Pre-match LP
101,448LP points
Opponent CFN ID
3405126813
Opponent
staff2
Opponent selected character
Yasmine
Opponent played character
Yasmine
Opponent controls
Classic
Opponent pre-match MR
1,727MR points
Opponent pre-match LP
82,964LP 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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