Replay dataWTRKLL38Y

OMOM vs ピョロスコ

Ranked

Player 1Victory

OMOM

Ed · Classic

Pre-match MR
1,536
Pre-match LP
268,678
Player 2Defeat

ピョロスコ

Ryu · Classic

Pre-match MR
1,536
Pre-match LP
97,807

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 · OMOMRound lost
    P2 · ピョロスコStandard victory
  2. Round 2
    P1 · OMOMStandard victory
    P2 · ピョロスコRound lost
  3. Round 3
    P1 · OMOMSuper Art
    P2 · ピョロスコRound lost
Match record Identifiers, ratings & round codes
Replay ID
WTRKLL38Y
Played at
Mode
Ranked
Player CFN ID
2847686769
Player
OMOM
Selected character
Ed
Played character
Ed
Controls
Classic
Pre-match MR
1,536MR points
Pre-match LP
268,678LP points
Opponent CFN ID
2626142573
Opponent
ピョロスコ
Opponent selected character
Ryu
Opponent played character
Ryu
Opponent controls
Classic
Opponent pre-match MR
1,536MR points
Opponent pre-match LP
97,807LP points
Result from player perspective
WW/L/D
Player round result codes
0,1,6comma-separated codes
Opponent round result codes
1,0,0comma-separated codes
Player round outcomes
Round lost; Standard victory; Super Art
Opponent round outcomes
Standard victory; Round lost; Round lost
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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