Replay dataBQJVPF95Q
LongYa_Cloud vs LanLiYuLiYu
Replay participants and rounds
Participants, characters, controls, outcome, round result codes and available telemetry coverage for one Street Fighter 6 replay.
Replay telemetry
No reportTelemetry 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- Round 1P1 · LongYa_CloudSuper ArtP2 · LanLiYuLiYuRound lost
- Round 2P1 · LongYa_CloudStandard victoryP2 · LanLiYuLiYuRound lost
Match record Identifiers, ratings & round codes
- Replay ID
- BQJVPF95Q
- Replay
- /replays/BQJVPF95Q
- Played at
- Mode
- Ranked
- Player CFN ID
- 1188494693
- Player
- LongYa_Cloud
- Selected character
- Ed
- Played character
- Ed
- Controls
- Classic
- Pre-match MR
- 1,741MR points
- Pre-match LP
- 137,080LP points
- Opponent CFN ID
- 2624086219
- Opponent
- LanLiYuLiYu
- Opponent selected character
- Ryu
- Opponent played character
- Ryu
- Opponent controls
- Classic
- Opponent pre-match MR
- 1,817MR points
- Opponent pre-match LP
- 365,048LP points
- Result from player perspective
- WW/L/D
- Player round result codes
- 6,1comma-separated codes
- Opponent round result codes
- 0,0comma-separated codes
- Player round outcomes
- Super Art; Standard victory
- 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.

