Replay data8ETRHJMCD

只会站重脚不会连段能上大师吗 vs L7vN

Ranked

Player 1Victory

只会站重脚不会连段能上大师吗

Ryu · Classic

Pre-match MR
1,492
Pre-match LP
181,905
Player 2Defeat

L7vN

Sagat · Classic

Pre-match MR
1,529
Pre-match LP
141,673

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 · 只会站重脚不会连段能上大师吗Overdrive attack
    P2 · L7vNRound lost
  2. Round 2
    P1 · 只会站重脚不会连段能上大师吗Super Art
    P2 · L7vNRound lost
Match record Identifiers, ratings & round codes
Replay ID
8ETRHJMCD
Played at
Mode
Ranked
Player CFN ID
2731562591
Player
只会站重脚不会连段能上大师吗
Selected character
Ryu
Played character
Ryu
Controls
Classic
Pre-match MR
1,492MR points
Pre-match LP
181,905LP points
Opponent CFN ID
3679349421
Opponent
L7vN
Opponent selected character
Sagat
Opponent played character
Sagat
Opponent controls
Classic
Opponent pre-match MR
1,529MR points
Opponent pre-match LP
141,673LP points
Result from player perspective
WW/L/D
Player round result codes
5,6comma-separated codes
Opponent round result codes
0,0comma-separated codes
Player round outcomes
Overdrive attack; Super Art
Opponent round outcomes
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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