Replay data9JMLUXFAQ

Baardack_Steam vs Lem cee

Custom Room

Player 1Victory

Baardack_Steam

JP · Classic

Pre-match MR
1,861
Pre-match LP
136,105
Player 2Defeat

Lem cee

M. Bison · Classic

Pre-match MR
1,845
Pre-match LP
498,963

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 · Baardack_SteamStandard victory
    P2 · Lem ceeRound lost
  2. Round 2
    P1 · Baardack_SteamPerfect
    P2 · Lem ceeRound lost
Match record Identifiers, ratings & round codes
Replay ID
9JMLUXFAQ
Played at
Mode
Custom Room
Player CFN ID
2133955293
Player
Baardack_Steam
Selected character
JP
Played character
JP
Controls
Classic
Pre-match MR
1,861MR points
Pre-match LP
136,105LP points
Opponent CFN ID
3150922373
Opponent
Lem cee
Opponent selected character
M. Bison
Opponent played character
M. Bison
Opponent controls
Classic
Opponent pre-match MR
1,845MR points
Opponent pre-match LP
498,963LP points
Result from player perspective
WW/L/D
Player round result codes
1,8comma-separated codes
Opponent round result codes
0,0comma-separated codes
Player round outcomes
Standard victory; Perfect
Opponent round outcomes
Round lost; Round lost

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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