Replay data7PAGD3DCJ

Wesker0731 vs 赤とんぼ

Ranked

Player 1Defeat

Wesker0731

Dee Jay · Classic

Pre-match MR
1,560
Pre-match LP
341,307
Player 2Victory

赤とんぼ

Alex · Classic

Pre-match MR
1,574
Pre-match LP
120,822

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 · Wesker0731Standard victory
    P2 · 赤とんぼRound lost
  2. Round 2
    P1 · Wesker0731Round lost
    P2 · 赤とんぼChip damage
  3. Round 3
    P1 · Wesker0731Round lost
    P2 · 赤とんぼSuper Art
Match record Identifiers, ratings & round codes
Replay ID
7PAGD3DCJ
Played at
Mode
Ranked
Player CFN ID
3968766629
Player
Wesker0731
Selected character
Dee Jay
Played character
Dee Jay
Controls
Classic
Pre-match MR
1,560MR points
Pre-match LP
341,307LP points
Opponent CFN ID
2173466503
Opponent
赤とんぼ
Opponent selected character
Alex
Opponent played character
Alex
Opponent controls
Classic
Opponent pre-match MR
1,574MR points
Opponent pre-match LP
120,822LP points
Result from player perspective
LW/L/D
Player round result codes
1,0,0comma-separated codes
Opponent round result codes
0,2,6comma-separated codes
Player round outcomes
Standard victory; Round lost; Round lost
Opponent round outcomes
Round lost; Chip damage; Super Art

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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