Replay dataB5M7RVRTC

Monsterjujuju vs Asuka

Ranked

Player 1Defeat

Monsterjujuju

Dhalsim · Classic

Pre-match MR
2,159
Pre-match LP
938,179
Player 2Victory

Asuka

Dee Jay · Classic

Pre-match MR
2,149
Pre-match LP
933,734

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 · MonsterjujujuRound lost
    P2 · AsukaStandard victory
  2. Round 2
    P1 · MonsterjujujuOverdrive attack
    P2 · AsukaRound lost
  3. Round 3
    P1 · MonsterjujujuRound lost
    P2 · AsukaPerfect
Match record Identifiers, ratings & round codes
Replay ID
B5M7RVRTC
Played at
Mode
Ranked
Player CFN ID
2234633659
Player
Monsterjujuju
Selected character
Dhalsim
Played character
Dhalsim
Controls
Classic
Pre-match MR
2,159MR points
Pre-match LP
938,179LP points
Opponent CFN ID
4136194737
Opponent
Asuka
Opponent selected character
Dee Jay
Opponent played character
Dee Jay
Opponent controls
Classic
Opponent pre-match MR
2,149MR points
Opponent pre-match LP
933,734LP points
Result from player perspective
LW/L/D
Player round result codes
0,5,0comma-separated codes
Opponent round result codes
1,0,8comma-separated codes
Player round outcomes
Round lost; Overdrive attack; Round lost
Opponent round outcomes
Standard victory; Round lost; Perfect

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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