Replay data68JEB5XTQ

orarin vs PipokunですSycomの

Custom Room

Player 1Victory

orarin

Kimberly · Classic

Pre-match MR
0
Pre-match LP
30,144
Player 2Defeat

PipokunですSycomの

Ken · Classic

Pre-match MR
0
Pre-match LP
78,953

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 · orarinRound lost
    P2 · PipokunですSycomのOverdrive attack
  2. Round 2
    P1 · orarinStandard victory
    P2 · PipokunですSycomのRound lost
  3. Round 3
    P1 · orarinStandard victory
    P2 · PipokunですSycomのRound lost
Match record Identifiers, ratings & round codes
Replay ID
68JEB5XTQ
Played at
Mode
Custom Room
Player CFN ID
4088416704
Player
orarin
Selected character
Kimberly
Played character
Kimberly
Controls
Classic
Pre-match MR
0MR points
Pre-match LP
30,144LP points
Opponent CFN ID
1563022046
Opponent
PipokunですSycomの
Opponent selected character
Ken
Opponent played character
Ken
Opponent controls
Classic
Opponent pre-match MR
0MR points
Opponent pre-match LP
78,953LP points
Result from player perspective
WW/L/D
Player round result codes
0,1,1comma-separated codes
Opponent round result codes
5,0,0comma-separated codes
Player round outcomes
Round lost; Standard victory; Standard victory
Opponent round outcomes
Overdrive attack; Round lost; Round lost

What the capture shows

Report available

Observed health loss

Health points lost by each player across retained samples. These totals do not establish damage dealt or the match winner.

P1 orarin
27,493HP
P2 PipokunですSycomの
24,642HP

Explore the observations

Health changessampled decreases, not confirmed hits
130
Input transitionsbutton or chord changes, not confirmed moves
800
Combo candidatesinferred sequences, not verified combos
39

Counts cover retained observations only. “Not available” means the report did not supply that measurement.

Technical capture details Sampling, timing & omissions

Report & sampling

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

Report status
ready
Parser version
2version
Samples parsed
2,938samples

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
estimated-60fps
Video offset
0.54302seconds

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
No
Omitted health events
0events
Omitted input events
0events
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
Report availability
ready
Parser version
2
Report truncated
No
Samples parsed
2,938
Health events omitted
0
Input events omitted
0
Health changes retained
130
Input transitions retained
800
Combo candidates retained
39
  • 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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