Replay data978F7CSD8

非常好空箭使我的屏幕震动 vs 角刈りゾンビくん

Ranked

Player 1Defeat

非常好空箭使我的屏幕震动

Cammy · Classic

Pre-match MR
1,646
Pre-match LP
302,468
Player 2Victory

角刈りゾンビくん

Dee Jay · Classic

Pre-match MR
1,636
Pre-match LP
294,647

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 · 非常好空箭使我的屏幕震动Standard victory
    P2 · 角刈りゾンビくんRound lost
  2. Round 2
    P1 · 非常好空箭使我的屏幕震动Round lost
    P2 · 角刈りゾンビくんStandard victory
  3. Round 3
    P1 · 非常好空箭使我的屏幕震动Round lost
    P2 · 角刈りゾンビくんStandard victory
Match record Identifiers, ratings & round codes
Replay ID
978F7CSD8
Played at
Mode
Ranked
Player CFN ID
1280772143
Player
非常好空箭使我的屏幕震动
Selected character
Cammy
Played character
Cammy
Controls
Classic
Pre-match MR
1,646MR points
Pre-match LP
302,468LP points
Opponent CFN ID
2487678327
Opponent
角刈りゾンビくん
Opponent selected character
Dee Jay
Opponent played character
Dee Jay
Opponent controls
Classic
Opponent pre-match MR
1,636MR points
Opponent pre-match LP
294,647LP points
Result from player perspective
LW/L/D
Player round result codes
1,0,0comma-separated codes
Opponent round result codes
0,1,1comma-separated codes
Player round outcomes
Standard victory; Round lost; Round lost
Opponent round outcomes
Round lost; Standard victory; Standard victory

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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