Combat Score
80 / 100
Ranked
Unranked
Ping
40 ms
Damage
-53.00
Duel
Interactive replay review
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Side-by-side performance across replay-scored disciplines. Inconclusive or unobserved metrics are transparently labelled.
Performance metrics partitioned across recorded match rounds.
Explore authentic time-stamped combat occurrences and aggregated performance signals.
Low-charge melee miss in engage
ChargeRound 1The melee action spent a real engage window before the weapon was usefully charged.
Weapon: AIR · Distance: 1.70m · Self: 16.00 · Opponent: 0.00 · Cooldown 10%
Repeated low-charge miss pattern
ChargeRound 1Multiple low-charge attempts kept wasting real conversion windows.
Weapon: AIR · Distance: 2.21m · Self: 15.99 · Opponent: 0.00 · Cooldown 10% | Repeated pattern
Low-charge melee miss in engage
ChargeRound 1The melee action spent a real engage window before the weapon was usefully charged.
Weapon: DIAMOND_SWORD · Distance: 1.76m · Self: 0.00 · Opponent: 0.00 · Cooldown 4%
Useful shield defense
UtilityRound 1The shield absorbed pressure without immediate punishment.
Weapon: SHIELD · Distance: 3.06m · Self: 0.00 · Opponent: 15.99
Contextual melee pressure
MeleeRound 1The swing could be pressure or baiting, not a clear miss.
Weapon: AIR · Distance: 2.85m · Self: 0.00 · Opponent: 0.00 · Context-backed opportunity
Contextual melee pressure
MeleeRound 1The swing could be pressure or baiting, not a clear miss.
Weapon: AIR · Distance: 1.70m · Self: 16.00 · Opponent: 0.00 · Under threat | Punish window | Outcome-backed sequence
High-risk defensive value
Risk RewardRound 1The replay shows measurable value in a high-risk context.
Weapon: AIR · DIAMOND_SMP
Contextual melee pressure
MeleeRound 1The swing could be pressure or baiting, not a clear miss.
Weapon: AIR · Distance: 2.21m · Self: 15.99 · Opponent: 0.00 · Self death | Punish window | Outcome-backed sequence
Projectile zoning attempt
ProjectileRound 1The shot reads as long-range zoning rather than a hard miss.
Weapon: SPLASH_POTION · Distance: 89.85m · Self: 0.00 · Opponent: 0.00 · Defensive cover | Weak attribution | Projectile pressure without clear conversion
Contextual potion usage
UtilityRound 1The potion had plausible utility but not enough outcome proof for a harder score.
Weapon: POTION · Distance: 89.85m · Self: 0.00 · Opponent: 0.00 · hp=20.0 | Potion usage needs surrounding outcome data
Projectile zoning attempt
ProjectileRound 1The shot reads as long-range zoning rather than a hard miss.
Weapon: SPLASH_POTION · Distance: 88.04m · Self: 0.00 · Opponent: 0.00 · Defensive cover | Weak attribution | Projectile pressure without clear conversion
Contextual potion usage
UtilityRound 1The potion had plausible utility but not enough outcome proof for a harder score.
Weapon: POTION · Distance: 88.04m · Self: 0.00 · Opponent: 0.00 · hp=20.0 | Potion usage needs surrounding outcome data
Projectile zoning attempt
ProjectileRound 1The shot reads as long-range zoning rather than a hard miss.
Weapon: SPLASH_POTION · Distance: 81.22m · Self: 0.00 · Opponent: 0.00 · Defensive cover | Weak attribution | Projectile pressure without clear conversion
Contextual potion usage
UtilityRound 1The potion had plausible utility but not enough outcome proof for a harder score.
Weapon: POTION · Distance: 81.22m · Self: 0.00 · Opponent: 0.00 · hp=20.0 | Potion usage needs surrounding outcome data
Useful shield defense
UtilityRound 1The shield absorbed pressure without immediate punishment.
Weapon: SHIELD · Distance: 6.30m · Self: 0.00 · Opponent: 16.00
Contextual melee pressure
MeleeRound 1The swing could be pressure or baiting, not a clear miss.
Weapon: DIAMOND_SWORD · Distance: 1.76m · Self: 0.00 · Opponent: 0.00 · Under threat | Punish window | Context-backed opportunity
Clean melee conversion
MeleeRound 1The swing converted into a meaningful melee hit.
Weapon: DIAMOND_SWORD · Distance: 2.84m · Self: 0.00 · Opponent: 15.99 · Opponent death | Punish window | Outcome-backed sequence
Low-charge hit with conversion
ChargeRound 1The swing was early but still converted, so it is not hard-punished.
Weapon: DIAMOND_SWORD · Distance: 2.84m · Self: 0.00 · Opponent: 15.99 · Cooldown 4%
Projectile zoning attempt
ProjectileRound 2The shot reads as long-range zoning rather than a hard miss.
Weapon: ENDER_PEARL · Distance: 117.38m · Self: 0.00 · Opponent: 0.00 · Zoning | Weak attribution | No realistic projectile target window
Contextual pearl reposition
UtilityRound 2The pearl had plausible reposition value without a measurable hard outcome.
Weapon: ENDER_PEARL · Distance: 117.38m · Self: 0.00 · Opponent: 0.00 · Engage pearl | Pearl usage needs surrounding outcome data
Projectile zoning attempt
ProjectileRound 2The shot reads as long-range zoning rather than a hard miss.
Weapon: SPLASH_POTION · Distance: 112.19m · Self: 0.00 · Opponent: 0.00 · Zoning | Weak attribution | No realistic projectile target window
Projectile zoning attempt
ProjectileRound 2The shot reads as long-range zoning rather than a hard miss.
Weapon: SPLASH_POTION · Distance: 111.84m · Self: 0.00 · Opponent: 0.00 · Zoning | Weak attribution | No realistic projectile target window
Projectile zoning attempt
ProjectileRound 2The shot reads as long-range zoning rather than a hard miss.
Weapon: SPLASH_POTION · Distance: 109.91m · Self: 0.00 · Opponent: 0.00 · Zoning | Weak attribution | No realistic projectile target window
Projectile hit conversion
ProjectileRound 2The shot landed and created measurable value.
Weapon: ENDER_PEARL · Distance: 37.20m · Self: 0.00 · Opponent: 0.00 · Zoning | Weak attribution
Contextual pearl reposition
UtilityRound 2The pearl had plausible reposition value without a measurable hard outcome.
Weapon: ENDER_PEARL · Distance: 37.20m · Self: 0.00 · Opponent: 0.00 · Engage pearl | Pearl usage needs surrounding outcome data
Clean melee conversion
MeleeRound 2The swing converted into a meaningful melee hit.
Weapon: GOLDEN_APPLE · Distance: 1.51m · Self: 0.00 · Opponent: 7.00 · Outcome-backed sequence
Low-charge hit with conversion
ChargeRound 2The swing was early but still converted, so it is not hard-punished.
Weapon: GOLDEN_APPLE · Distance: 1.51m · Self: 0.00 · Opponent: 7.00 · Cooldown 10%
Clean melee conversion
MeleeRound 2The swing converted into a meaningful melee hit.
Weapon: GOLDEN_APPLE · Distance: 3.10m · Self: 0.00 · Opponent: 7.00 · Outcome-backed sequence
Low-charge hit with conversion
ChargeRound 2The swing was early but still converted, so it is not hard-punished.
Weapon: GOLDEN_APPLE · Distance: 3.10m · Self: 0.00 · Opponent: 7.00 · Cooldown 10%
Clean melee conversion
MeleeRound 2The swing converted into a meaningful melee hit.
Weapon: GOLDEN_APPLE · Distance: 2.50m · Self: 0.00 · Opponent: 7.00 · Opponent death | Outcome-backed sequence
Low-charge hit with conversion
ChargeRound 2The swing was early but still converted, so it is not hard-punished.
Weapon: GOLDEN_APPLE · Distance: 2.50m · Self: 0.00 · Opponent: 7.00 · Cooldown 10%
Mostly solid with visible mistakes
Strengths
Weaknesses
Permanent analysis and replay retention state
Match ID
zKrOLBsbnlsw
Analysis ID
zKrOLBsbnlsw
Replay Status
Available
Replay Retention
Nov 05, 2026, 01:40 PM
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VS
Open Large
Combat Score
98 / 100
Ranked
Unranked
Ping
65 ms
Damage
+53.00
Consistent factual execution
Strengths
Weaknesses
Data quality notes from the analysis pipeline