Replay dataSHDJ8UTYP

Momo vs 世界中最冷静的GUILE

Ranked

Player 1Defeat

Momo

C. Viper · Classic

Pre-match MR
1,435
Pre-match LP
142,092
Player 2Victory

世界中最冷静的GUILE

Guile · Classic

Pre-match MR
1,368
Pre-match LP
86,185

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 · MomoRound lost
    P2 · 世界中最冷静的GUILEStandard victory
  2. Round 2
    P1 · MomoRound lost
    P2 · 世界中最冷静的GUILEStandard victory
Match record Identifiers, ratings & round codes
Replay ID
SHDJ8UTYP
Played at
Mode
Ranked
Player CFN ID
3761895429
Player
Momo
Selected character
C. Viper
Played character
C. Viper
Controls
Classic
Pre-match MR
1,435MR points
Pre-match LP
142,092LP points
Opponent CFN ID
4150697369
Opponent
世界中最冷静的GUILE
Opponent selected character
Guile
Opponent played character
Guile
Opponent controls
Classic
Opponent pre-match MR
1,368MR points
Opponent pre-match LP
86,185LP points
Result from player perspective
LW/L/D
Player round result codes
0,0comma-separated codes
Opponent round result codes
1,1comma-separated codes
Player round outcomes
Round lost; Round lost
Opponent round outcomes
Standard victory; 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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