Replay data48HY5UCSF
GarGhouls vs 0time2play
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 · GarGhoulsRound lostP2 · 0time2playStandard victory
- Round 2P1 · GarGhoulsPerfectP2 · 0time2playRound lost
- Round 3P1 · GarGhoulsOverdrive attackP2 · 0time2playRound lost
Match record Identifiers, ratings & round codes
- Replay ID
- 48HY5UCSF
- Replay
- /replays/48HY5UCSF
- Played at
- Mode
- Ranked
- Player CFN ID
- 2960572224
- Player
- GarGhouls
- Selected character
- Zangief
- Played character
- Zangief
- Controls
- Classic
- Pre-match MR
- 1,684MR points
- Pre-match LP
- 492,871LP points
- Opponent CFN ID
- 2390406458
- Opponent
- 0time2play
- Opponent selected character
- Juri
- Opponent played character
- Juri
- Opponent controls
- Classic
- Opponent pre-match MR
- 1,742MR points
- Opponent pre-match LP
- 194,320LP points
- Result from player perspective
- WW/L/D
- Player round result codes
- 0,8,5comma-separated codes
- Opponent round result codes
- 1,0,0comma-separated codes
- Player round outcomes
- Round lost; Perfect; Overdrive attack
- Opponent round outcomes
- Standard victory; Round lost; Round lost
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.

