Replay dataEBNTQJS8J

我们很自卑因为我们爱开挂 vs Zz猪儿虫(爱笑杯招新)

Ranked

Player 1Victory

我们很自卑因为我们爱开挂

Dee Jay · Classic

Pre-match MR
1,540
Pre-match LP
46,344
Player 2Defeat

Zz猪儿虫(爱笑杯招新)

Ed · Classic

Pre-match MR
1,543
Pre-match LP
69,547

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 · 我们很自卑因为我们爱开挂Overdrive attack
    P2 · Zz猪儿虫(爱笑杯招新)Round lost
  2. Round 2
    P1 · 我们很自卑因为我们爱开挂Round lost
    P2 · Zz猪儿虫(爱笑杯招新)Standard victory
  3. Round 3
    P1 · 我们很自卑因为我们爱开挂Super Art
    P2 · Zz猪儿虫(爱笑杯招新)Round lost
Match record Identifiers, ratings & round codes
Replay ID
EBNTQJS8J
Played at
Mode
Ranked
Player CFN ID
2021310667
Player
我们很自卑因为我们爱开挂
Selected character
Dee Jay
Played character
Dee Jay
Controls
Classic
Pre-match MR
1,540MR points
Pre-match LP
46,344LP points
Opponent CFN ID
2637325794
Opponent
Zz猪儿虫(爱笑杯招新)
Opponent selected character
Ed
Opponent played character
Ed
Opponent controls
Classic
Opponent pre-match MR
1,543MR points
Opponent pre-match LP
69,547LP points
Result from player perspective
WW/L/D
Player round result codes
5,0,6comma-separated codes
Opponent round result codes
0,1,0comma-separated codes
Player round outcomes
Overdrive attack; Round lost; Super Art
Opponent round outcomes
Round lost; Standard victory; 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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