Replay dataPR47AYDPB

응애장수우투리 vs 永远鲜红的幼月

Ranked

Player 1Victory

응애장수우투리

Akuma · Classic

Pre-match MR
1,421
Pre-match LP
64,295
Player 2Defeat

永远鲜红的幼月

Ryu · Classic

Pre-match MR
1,400
Pre-match LP
153,498

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 · 응애장수우투리Round lost
    P2 · 永远鲜红的幼月Standard victory
  2. Round 2
    P1 · 응애장수우투리Standard victory
    P2 · 永远鲜红的幼月Round lost
  3. Round 3
    P1 · 응애장수우투리Standard victory
    P2 · 永远鲜红的幼月Round lost
Match record Identifiers, ratings & round codes
Replay ID
PR47AYDPB
Played at
Mode
Ranked
Player CFN ID
3566563268
Player
응애장수우투리
Selected character
Akuma
Played character
Akuma
Controls
Classic
Pre-match MR
1,421MR points
Pre-match LP
64,295LP points
Opponent CFN ID
3936602676
Opponent
永远鲜红的幼月
Opponent selected character
Ryu
Opponent played character
Ryu
Opponent controls
Classic
Opponent pre-match MR
1,400MR points
Opponent pre-match LP
153,498LP points
Result from player perspective
WW/L/D
Player round result codes
0,1,1comma-separated codes
Opponent round result codes
1,0,0comma-separated codes
Player round outcomes
Round lost; Standard victory; Standard victory
Opponent round outcomes
Standard victory; 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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