Replay data7VJQJGL3E

dekka vs ゆきダルま

Ranked

Player 1Victory

dekka

Sagat · Classic

Pre-match MR
1,930
Pre-match LP
832,992
Player 2Defeat

ゆきダルま

Alex · Classic

Pre-match MR
1,892
Pre-match LP
379,415

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 · dekkaRound lost
    P2 · ゆきダルまSuper Art
  2. Round 2
    P1 · dekkaPerfect
    P2 · ゆきダルまRound lost
  3. Round 3
    P1 · dekkaSuper Art
    P2 · ゆきダルまRound lost
Match record Identifiers, ratings & round codes
Replay ID
7VJQJGL3E
Played at
Mode
Ranked
Player CFN ID
1697790115
Player
dekka
Selected character
Sagat
Played character
Sagat
Controls
Classic
Pre-match MR
1,930MR points
Pre-match LP
832,992LP points
Opponent CFN ID
1875924002
Opponent
ゆきダルま
Opponent selected character
Alex
Opponent played character
Alex
Opponent controls
Classic
Opponent pre-match MR
1,892MR points
Opponent pre-match LP
379,415LP points
Result from player perspective
WW/L/D
Player round result codes
0,8,6comma-separated codes
Opponent round result codes
6,0,0comma-separated codes
Player round outcomes
Round lost; Perfect; Super Art
Opponent round outcomes
Super Art; Round lost; Round lost
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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