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Game page

The game page: one game in detail

Everything about one game: its story, fights, build orders, timeline, map replay, mechanics and loss analysis, with buttons to download, share, check in or save the build.

Updated For players

Click any game, in Replays, in an opponent's dossier or on Today, to open its game page. It shows that one game and ignores the filter bar.

Moving between games

Older and Newer step through your games with the active list filters. Choose all games, the same opponent, matchup or effective checked-in build; the scope is remembered on this device. Alt + Left and Alt + Right also step through games while you are not typing. A game opened from an opponent starts with that opponent unless you already chose a scope. Back to Replays, Macro, Builds or the opponent returns to the originating filtered list; when the browser exposes the matching previous entry, it also restores its scroll position. Copied links keep a normal backlink. The H2H chip counts recorded wins and losses against this opponent across all time when that record is available.

Replay search, result, matchup and sort choices are kept in the list URL, so the backlink restores those controls after reopening the list. Nearby games keep a separate snapshot of the active global and supported drilldown filters. Same build follows the game's stored effective check-in or classification label. Custom definition rules and composition sample lists are not reevaluated for navigation: All games applies the supported filters, while the named Back link returns to that custom dossier.

  • The result, matchup and map, when it was played, how long it lasted, the MMR, and your opponent, with a link to their dossier.
  • My build and Opponent strategy name the openings the replay shows. Planned or Corrected means you changed them with Build check-in.
  • Share this game saves or shares the game as an image. The download button gets the original .SC2Replay file, and Ask for a review asks other players about a moment in the game.
  • When you or your opponent streamed the game, a link jumps to that moment in the recording.

Down the page

CardWhat it shows
Build check-inWhich build you were going for, and the opponent's build if the replay named it wrong.
Battle reportA short factual account in three tones, captioned map or chart snapshots, replay-time links and plain-text/Markdown copy. See Battle reports.
MacroThe full macro breakdown, priced leaks, composition and match timeline. Choose Army, Workers, Supply, Income, Bank or APM when measured. Your selected metrics are remembered in this browser.
Map replayThe game played back on the map. See Map replay.
MechanicsThis game's macro score, spending quotient (SQ), APM, supply blocks and your race mechanics. Click a supply block to watch that moment in the replay.
Game storyReplay-derived leads, largest sampled swings and a fight ledger for wins, losses and draws. It appears when there is something meaningful to show.
Why you lostOn a loss: the biggest fixed-rule macro costs and their timestamps. This tab opens first; switch to Game story for the same game's leads and trades.
Ghost Build gradeHow closely you followed your practice build, when one is set for this matchup. See Practice a build with Ghost Build.
Build ordersBoth players' build orders side by side, with the time and supply of each step.

Game story and fight ledger

Game story summarizes your replay with fixed rules and deterministic templates, never AI. Its relative lead strip gives equal weight to army value, workers and mineral-plus-gas income relative to the opponent. Above the center favors you; below favors your opponent. It is not a win probability. Gaps mean a channel was not measured or its last observation was over 30 seconds old. Nearby samples may share one visual band.

The chips show your peak sampled army lead, when you overtook in workers, fight counts and supply-blocked time against the 10-second threshold when those facts are available. The largest 30-second swings describe changes in the measured lead, not their causes. Click a chip, swing, timestamped leak or Watch in the ledger to pause and seek the same map replay clock. A whole-game estimate has no individual timestamp; a whole-game supply chip seeks the start and says so.

The exact ledger groups recorded deaths when successive casualties are at most 10 seconds apart. This can include long fights, harassment and building losses. Duration is the span from first to last recorded death, rather than a measured engagement duration. Each side shows known minerals, gas, supply and its three most numerous lost unit types. Missing prices or supply remain unknown.

Trade ratio is their priced mineral-plus-gas losses divided by yours. Above 1.25× is a won trade, below 0.8× a lost trade, and the middle is even. A zero denominator has no numeric ratio. A favorable trade does not establish why you won or lost the game.

When the exact casualty ledger is absent, sampled army-value drops estimate fight windows. Those rows are clearly marked estimated resources; they do not claim exact mineral, gas, supply or unit losses. Both sides need samples bracketing the window without gaps longer than 30 seconds to classify its trade. An explicit empty casualty ledger does not invent estimated fights. The ledger switches between a table and cards as space allows.

Wins also show the largest priced macro leak under Still cost you, so the next practice target remains visible. Draws get the same story. If the available data has no meaningful story, the empty Result placeholder disappears and Mechanics uses the row; a loss keeps its existing loss-analysis tab.

Reading your macro breakdown

Use Overview, Battle report, Replay, Macro and Builds to move around this game without closing the replay. Macro includes the score's penalty bars, the biggest leaks and what went well. A priced leak estimates the resources or production time lost under fixed rules; it is a comparison aid, not a claim that it decided the result. Select a chart time to inspect its values and unit roster in place. Select a timestamped leak to reveal that moment in the replay. Under Bank, choose Total, Minerals or Gas to compare the two players' unspent resources. Total is minerals plus gas. The selected-time breakdown and hover card show all three values from the same sample. A measured zero stays zero; a missing resource stays unknown, and Total is unknown unless both components were measured. The Bank resource view and your metric mix are remembered separately in this browser.

Change a planned build

In Macro Breakdown, open Build selection → Change build. This works in both the macro-score popup and the full game page. Select Change…, choose the correct build and press Confirm. Use No set build to remove the planned choice and return to the replay's detected label. The game header and other check-in views update with the saved choice. The editor also offers the opponent's correction and notes, even when macro analysis is not available yet. A planned choice controls your personal build record; it does not change the replay detector's rules.

Recompute analysis

Recompute analysis asks your connected desktop app to parse the existing replay again. It records nothing new and does not generate accurate map playback. Keep the app running with access to that replay. A reparse usually takes seconds; a busy app or a long replay can take longer. The request acknowledgement means the job was queued, not finished. This page refreshes the report for up to a minute; if it still has not arrived, check the desktop app and retry. The button explains when the app is offline. Connection or server errors have Retry instead.

Jump to any moment

Watch at timestamps, build-order steps and the game-time slider all use one replay clock. A jump pauses playback, reveals the replay and highlights it briefly. During playback the chart cursor and current build steps follow the same time. Follow current step scrolls only the build list and starts off. Copy link at the clock, or in replay display settings, shares a link with that game time. The address updates after a jump or pause, so moving between sections keeps playback mounted.

Replay controls

Play, pause, speed and display settings are explained in Map replay. Minerals and gas appear only when measured. The upgrade chips show completed upgrades at the current time.

KeyAction
Space / KPlay or pause
J / LBack or forward 10 seconds
← / →Back or forward 1 second (Shift: 5 seconds)
, / .While paused, back or forward one game loop (1/22.4 second)
[ / ]Slower or faster playback
0–9Jump to 0–90% of the game
Home / EndJump to the start or end
P / NPrevious or next notable event
FToggle fullscreen
MToggle replay music
?Show keyboard shortcuts

Click or Tab to the replay player before using shortcuts. Text fields, native controls and dialogs keep their own keys. Speed, rail visibility, production side, build filter, worker and auto-scroll choices, music volume and the phone panel choice are remembered on this device. The phone panel stays collapsed or expanded as you chose it.

Build orders

Your private Build execution card shows saved rule counts, unknown evidence and timing ranges from the same bounded sample used by the timeline. It checks custom rules only; catalog builds show timings. Event/deadline chips seek the shared clock. See Grading a game for the three-observation private floor, exact windows and Practice action.

Both players' build steps show their replay time. Select a step to watch it; the current step follows the shared game clock. Save as new build keeps the opening for later, and a Ghost target can be armed for practice.

Save the build

  • Save as new build on your build order turns this game's opening into a custom build: pick the steps that define it, name it and save. See Detected builds and your Build library.
  • Use as Ghost Build target keeps this game's timed build as a practice target for later games in its matchup. This source game itself is not graded.

When a card is empty

  • The timeline, mechanics and build orders come from the replay's detailed data. A game synced by an old version of the desktop app may not have it: run Re-sync in the app to read it again.
  • Not enough data to explain this one on a loss means the rules found no clear macro cause. The loss came from somewhere else, such as a fight or a timing.
  • APM needs a game synced with desktop app 0.17.2 or newer.

Every number on this page comes from the replay with fixed rules, never AI.

When a section doesn't load

A ‘Couldn't load …’ message with Retry means a temporary connection or server problem. Your replay is safe; retry that section without leaving the rest of the page. ‘Not computed yet’ or a missing-analysis explanation means this game has no analysis for that section yet. Loading placeholders mean the request is still running. If a section crashes, its Try again button remounts it while the rest of the page stays available.

Still stuck? Email responsecoaching@gmail.com — include what you clicked. For desktop app issues, see Desktop support tools for version availability and Help > Copy support info. For website issues, attach a screenshot if useful.