Replay dataWU33TSAUR

ZeroX vs 煩悩のヤマ

Custom Room

Player 1Defeat

ZeroX

Luke · Classic

Pre-match MR
0
Pre-match LP
25,056
Player 2Victory

煩悩のヤマ

E. Honda · Modern

Pre-match MR
0
Pre-match LP
96,585

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 · ZeroXRound lost
    P2 · 煩悩のヤマStandard victory
  2. Round 2
    P1 · ZeroXRound lost
    P2 · 煩悩のヤマCritical Art
Match record Identifiers, ratings & round codes
Replay ID
WU33TSAUR
Played at
Mode
Custom Room
Player CFN ID
3037359230
Player
ZeroX
Selected character
Luke
Played character
Luke
Controls
Classic
Pre-match MR
0MR points
Pre-match LP
25,056LP points
Opponent CFN ID
2249352516
Opponent
煩悩のヤマ
Opponent selected character
E. Honda
Opponent played character
E. Honda
Opponent controls
Modern
Opponent pre-match MR
0MR points
Opponent pre-match LP
96,585LP points
Result from player perspective
LW/L/D
Player round result codes
0,0comma-separated codes
Opponent round result codes
1,7comma-separated codes
Player round outcomes
Round lost; Round lost
Opponent round outcomes
Standard victory; Critical 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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