Replay data46VNNV65G

かねきしっぷうでん vs ZR0720

Ranked

Player 1Defeat

かねきしっぷうでん

Guile · Classic

Pre-match MR
1,312
Pre-match LP
28,894
Player 2Victory

ZR0720

M. Bison · Classic

Pre-match MR
1,319
Pre-match LP
69,016

Replay participants and rounds

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

Replay telemetry

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.

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
  1. Round 1
    P1 · かねきしっぷうでんRound lost
    P2 · ZR0720Standard victory
  2. Round 2
    P1 · かねきしっぷうでんRound lost
    P2 · ZR0720Super Art
Match record Identifiers, ratings & round codes
Replay ID
46VNNV65G
Played at
Mode
Ranked
Player CFN ID
2886558064
Player
かねきしっぷうでん
Selected character
Guile
Played character
Guile
Controls
Classic
Pre-match MR
1,312MR points
Pre-match LP
28,894LP points
Opponent CFN ID
1665331976
Opponent
ZR0720
Opponent selected character
M. Bison
Opponent played character
M. Bison
Opponent controls
Classic
Opponent pre-match MR
1,319MR points
Opponent pre-match LP
69,016LP points
Result from player perspective
LW/L/D
Player round result codes
0,0comma-separated codes
Opponent round result codes
1,6comma-separated codes
Player round outcomes
Round lost; Round lost
Opponent round outcomes
Standard victory; 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.
Sources, units and JSON reference

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