Replay data3WTQHQD77
HT415 vs senpai_elder
Replay participants and rounds
Participants, characters, controls, outcome, round result codes and available telemetry coverage for one Street Fighter 6 replay.
Replay telemetry
No reportTelemetry 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- Round 1P1 · HT415Round lostP2 · senpai_elderStandard victory
- Round 2P1 · HT415Super ArtP2 · senpai_elderRound lost
- Round 3P1 · HT415Round lostP2 · senpai_elderSuper Art
Match record Identifiers, ratings & round codes
- Replay ID
- 3WTQHQD77
- Replay
- /replays/3WTQHQD77
- Played at
- Mode
- Ranked
- Player CFN ID
- 1084402503
- Player
- HT415
- Selected character
- Guile
- Played character
- Guile
- Controls
- Classic
- Pre-match MR
- 1,560MR points
- Pre-match LP
- 583,556LP points
- Opponent CFN ID
- 1925126770
- Opponent
- senpai_elder
- Opponent selected character
- Dee Jay
- Opponent played character
- Dee Jay
- Opponent controls
- Classic
- Opponent pre-match MR
- 1,694MR points
- Opponent pre-match LP
- 381,305LP points
- Result from player perspective
- LW/L/D
- Player round result codes
- 0,6,0comma-separated codes
- Opponent round result codes
- 1,0,6comma-separated codes
- Player round outcomes
- Round lost; Super Art; Round lost
- Opponent round outcomes
- Standard victory; Round lost; Super 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.

