How LP and MR work in Street Fighter 6
Ranked play in Street Fighter 6 runs on two numbers. League Points (LP) carry you from Rookie up to Master. Master Rating (MR) takes over once you get there. They measure different things, they move differently, and mixing them up is the most common source of confusion about where a player actually sits.
League Points: the climb
LP is a running total. Win a ranked match and it goes up, lose one and it goes down. Cross a threshold going up and you are promoted; fall back under one and you drop a step. The ladder starts at 0 LP in Rookie and ends at 25,000, the point where Master begins. Each named tier in between is split into five sub-ranks, so Gold 1 through Gold 5 are five evenly spaced LP steps rather than five separate systems.
The amount you win or lose is not fixed. Beating someone rated well above you is worth more than beating someone at your own level, and losing to a player far below you costs more than losing to a peer. Over a long session that smooths out, which is why LP is best read as a slow trend rather than a verdict on any single set. The ranked tiers page lists every threshold.
The detail that surprises people: LP is per character. Every character you take into ranked keeps a separate total, so being Diamond on your main says nothing about the Gold 2 you sit at on your secondary. There is no combined account rank.
Master Rating: the ladder above the ladder
At 25,000 LP a character reaches Master, and LP stops being the interesting number. It is capped there, so a Master player's LP no longer separates them from any other Master player. Master Rating does that job instead. New Master players start at 1,500 MR and move from there.
MR behaves like a rating rather than a running score. It compares the two players in a match and moves both by an amount that depends on the gap between them. Beating a much higher-rated opponent moves your number a long way; beating someone just below you barely moves it at all. That is why MR climbs slow down as you rise: your opponents get closer to your own rating, so each win is worth less. Like LP, MR is tracked per character.
A non-zero MR is what makes a character "in Master". Below that rank the value simply sits at zero, which is why our SF6 ranked leaderboard sorts Master players by MR and everyone else by LP. They are not on the same scale, so we never mix them in one column.
Reading the numbers on Parry Portal
A profile's LP/MR chart draws one line per character rather than splicing them into a single curve, because each character's ladder is genuinely independent. The horizontal axis is match order, not calendar time, so a gap of three weeks between sessions shows up as one step rather than a flat stretch. A Master character is charted on MR; everyone else on LP, with the rank thresholds drawn as reference lines so you can see how close a promotion was.
One thing to keep in mind when you compare a chart against the header: each match in a replay list carries the rating the player took into that game. The value the game servers report on the profile itself is the current one, so the chart's last point is nudged to match it rather than trailing a match behind.
What LP and MR do not tell you
Both numbers reward volume as well as skill. A player who runs three hundred matches a week will out-climb an equally strong player who runs thirty, at least for a while. Win rate is the corrective: it is the same information with the volume divided out. On a profile every win rate is drawn as a band rather than a single point, so a 100% record over four games reads as the noise it is instead of looking like dominance.
If you want to see how the two compare across players, open a head-to-head comparison or find yourself on the leaderboard.