Replay dataVRP7MYGLQ

蠕动蠕动 vs Sliderbyte

Ranked

Player 1Defeat

蠕动蠕动

Akuma · Classic

Pre-match MR
1,521
Pre-match LP
179,482
Player 2Victory

Sliderbyte

Yasmine · Classic

Pre-match MR
1,576
Pre-match LP
68,922

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 · 蠕动蠕动Round lost
    P2 · SliderbyteStandard victory
  2. Round 2
    P1 · 蠕动蠕动Super Art
    P2 · SliderbyteRound lost
  3. Round 3
    P1 · 蠕动蠕动Round lost
    P2 · SliderbytePerfect
Match record Identifiers, ratings & round codes
Replay ID
VRP7MYGLQ
Played at
Mode
Ranked
Player CFN ID
2085152290
Player
蠕动蠕动
Selected character
Akuma
Played character
Akuma
Controls
Classic
Pre-match MR
1,521MR points
Pre-match LP
179,482LP points
Opponent CFN ID
3793305639
Opponent
Sliderbyte
Opponent selected character
Yasmine
Opponent played character
Yasmine
Opponent controls
Classic
Opponent pre-match MR
1,576MR points
Opponent pre-match LP
68,922LP points
Result from player perspective
LW/L/D
Player round result codes
0,6,0comma-separated codes
Opponent round result codes
1,0,8comma-separated codes
Player round outcomes
Round lost; Super Art; Round lost
Opponent round outcomes
Standard victory; Round lost; Perfect

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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