Replay data43N88FNT5

Asuka vs DjeJ

Ranked

Player 1Victory

Asuka

Akuma · Classic

Pre-match MR
1,517
Pre-match LP
84,192
Player 2Defeat

DjeJ

Dee Jay · Classic

Pre-match MR
1,488
Pre-match LP
68,911

Replay participants and rounds

Participants, characters, controls, outcome, round result codes and available telemetry coverage for one Street Fighter 6 replay.

Round outcomes

Battle Log
  1. Round 1
    P1 · AsukaRound lost
    P2 · DjeJStandard victory
  2. Round 2
    P1 · AsukaStandard victory
    P2 · DjeJRound lost
  3. Round 3
    P1 · AsukaChip damage
    P2 · DjeJRound lost
Match record Identifiers, ratings & round codes
Replay ID
43N88FNT5
Played at
Mode
Ranked
Player CFN ID
2731500285
Player
Asuka
Selected character
Akuma
Played character
Akuma
Controls
Classic
Pre-match MR
1,517MR points
Pre-match LP
84,192LP points
Opponent CFN ID
2795834030
Opponent
DjeJ
Opponent selected character
Dee Jay
Opponent played character
Dee Jay
Opponent controls
Classic
Opponent pre-match MR
1,488MR points
Opponent pre-match LP
68,911LP points
Result from player perspective
WW/L/D
Player round result codes
0,1,2comma-separated codes
Opponent round result codes
1,0,0comma-separated codes
Player round outcomes
Round lost; Standard victory; Chip damage
Opponent round outcomes
Standard victory; Round lost; Round lost

What the capture shows

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.

Technical capture details Sampling, timing & omissions

Report & sampling

Samples are capture observations, not a count of game simulation frames.

Report status
unavailable
Parser version
Not available
Samples parsed
Not available

Video timing

Times are estimated in seconds at 60 render frames per second. The offset aligns sample times with the recording; synchronization is not verified.

Timing method
Not available
Video offset
Not available

Coverage & omissions

Omissions count events not retained in the report. No reported omissions does not establish complete telemetry. Raw frame-by-frame samples are not retained.

Report truncated
Not available
Omitted health events
Not available
Omitted input events
Not available

Additional report fields

P1 observed health lost
Not available
P2 observed health lost
Not available
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

Privacy settings

Allow YouTube/Twitch media, usage analytics and remembered history? Choices last 180 days and can be withdrawn here anytime.

More options & details

Optional features are off until you choose them. You can change or withdraw your choices here at any time.

Security and storage needed for features you request remain available, including saved fighters, replay requests and feedback.

Choices are saved for 180 days on this device. Turning analytics off reloads this page to stop the loaded beacon.

Privacy & storage