Replay dataRLLMNVDBL

オタむす_Cの時はキーボード勢 vs おにゃんこぽん

Ranked

Player 1Defeat

オタむす_Cの時はキーボード勢

Dee Jay · Classic

Pre-match MR
1,506
Pre-match LP
81,870
Player 2Victory

おにゃんこぽん

Ryu · Classic

Pre-match MR
1,491
Pre-match LP
121,590

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 · オタむす_Cの時はキーボード勢Round lost
    P2 · おにゃんこぽんChip damage
  2. Round 2
    P1 · オタむす_Cの時はキーボード勢Standard victory
    P2 · おにゃんこぽんRound lost
  3. Round 3
    P1 · オタむす_Cの時はキーボード勢Round lost
    P2 · おにゃんこぽんStandard victory
Match record Identifiers, ratings & round codes
Replay ID
RLLMNVDBL
Played at
Mode
Ranked
Player CFN ID
2687397054
Player
オタむす_Cの時はキーボード勢
Selected character
Dee Jay
Played character
Dee Jay
Controls
Classic
Pre-match MR
1,506MR points
Pre-match LP
81,870LP points
Opponent CFN ID
2786318357
Opponent
おにゃんこぽん
Opponent selected character
Ryu
Opponent played character
Ryu
Opponent controls
Classic
Opponent pre-match MR
1,491MR points
Opponent pre-match LP
121,590LP points
Result from player perspective
LW/L/D
Player round result codes
0,1,0comma-separated codes
Opponent round result codes
2,0,1comma-separated codes
Player round outcomes
Round lost; Standard victory; Round lost
Opponent round outcomes
Chip damage; Round lost; Standard victory

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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