Replay dataS7YBMEW3L

wging vs pino4700

Ranked

Player 1Defeat

wging

Ryu · Classic

Pre-match MR
1,562
Pre-match LP
40,362
Player 2Victory

pino4700

Dhalsim · Classic

Pre-match MR
1,569
Pre-match LP
323,075

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 · wgingStandard victory
    P2 · pino4700Round lost
  2. Round 2
    P1 · wgingRound lost
    P2 · pino4700Standard victory
  3. Round 3
    P1 · wgingRound lost
    P2 · pino4700Super Art
Match record Identifiers, ratings & round codes
Replay ID
S7YBMEW3L
Played at
Mode
Ranked
Player CFN ID
1334463794
Player
wging
Selected character
Ryu
Played character
Ryu
Controls
Classic
Pre-match MR
1,562MR points
Pre-match LP
40,362LP points
Opponent CFN ID
1943782687
Opponent
pino4700
Opponent selected character
Dhalsim
Opponent played character
Dhalsim
Opponent controls
Classic
Opponent pre-match MR
1,569MR points
Opponent pre-match LP
323,075LP points
Result from player perspective
LW/L/D
Player round result codes
1,0,0comma-separated codes
Opponent round result codes
0,1,6comma-separated codes
Player round outcomes
Standard victory; Round lost; Round lost
Opponent round outcomes
Round lost; Standard victory; Super Art
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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