Replay dataGSKYKPPFU

习惯被爆头的耶格 vs Eido38

Ranked

Player 1Defeat

习惯被爆头的耶格

Terry · Classic

Pre-match MR
1,672
Pre-match LP
58,615
Player 2Victory

Eido38

Yasmine · Classic

Pre-match MR
1,669
Pre-match LP
109,292

Replay participants and rounds

Participants, characters, controls, outcome, round result codes and available telemetry coverage for one Street Fighter 6 replay.

Replay telemetry

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.

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
  1. Round 1
    P1 · 习惯被爆头的耶格Round lost
    P2 · Eido38Overdrive attack
  2. Round 2
    P1 · 习惯被爆头的耶格Round lost
    P2 · Eido38Overdrive attack
Match record Identifiers, ratings & round codes
Replay ID
GSKYKPPFU
Played at
Mode
Ranked
Player CFN ID
1354047384
Player
习惯被爆头的耶格
Selected character
Terry
Played character
Terry
Controls
Classic
Pre-match MR
1,672MR points
Pre-match LP
58,615LP points
Opponent CFN ID
4169635982
Opponent
Eido38
Opponent selected character
Yasmine
Opponent played character
Yasmine
Opponent controls
Classic
Opponent pre-match MR
1,669MR points
Opponent pre-match LP
109,292LP points
Result from player perspective
LW/L/D
Player round result codes
0,0comma-separated codes
Opponent round result codes
5,5comma-separated codes
Player round outcomes
Round lost; Round lost
Opponent round outcomes
Overdrive attack; Overdrive attack
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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